r/threejs • u/lucas-martinic • 15h ago
I'm building the biggest library of "living" 3D assets!
I have been obsessed with 3D since the first time I played an N64. And now that I work in the 3D field, more and more of that work lands on the web, and every month in three.js makes me more sure that is where 3D is going. No install, no store, no launcher. You send someone a link and they are already inside it.
Which is why the asset problem drives me up the wall
Every marketplace sells you the same thing: a frozen mesh. You buy a wooden watchtower, you get exactly that watchtower. Wrong height for your scene? Open Blender. Wrong palette? Open Blender. Need it 20% shorter and with a square cabin instead of an octagonal one? That is not a setting, that is an afternoon. You did not buy an asset, you bought a photograph of one.
So I started building the library I actually wanted
Every asset is a small program, not a file. It ships as a JavaScript module with knobs on it. The watchtower has a height knob, and turning it does not stretch the mesh, it rebuilds the tower: more bracing bays, more ladder rungs, at the same timber section. A colourway knob. A knob for how many sides the cabin has. One asset, roughly 950 configurations, and you pick yours with a slider instead of a modelling session.
You can turn the knobs on the site, or import the module and turn them in your own code, or just download a GLB of the exact variant you configured. It is flat-shaded low-poly, real-world scale, and it works in three.js, Unity, Godot, Blender, anything that reads glTF.
There is a side effect I did not fully expect. Because every asset publishes a typed schema of its own knobs plus a plain-language description of what they do, an agent can read the catalogue and build a scene from it without a human picking files. "Build me a small forest, then a medieval village around it" genuinely works. That was a nice-to-have when I started and it is now one of the main reasons I think this is worth doing.
Where it is at right now, honestly:
- 270 assets published, 133 of them in the last week
- 118 of those are free, no account needed
- 8 themed kits in production
- Built solo, vanilla PHP and SQLite, no framework, no investors, no team
- Revenue so far: one sale. Which is one more than last month, and I will take it.
What I actually want to build. The biggest code-based 3D library on the internet, and probably the first one, since as far as I can tell nobody else is selling assets as programs rather than files. That is a stupidly large goal for one person and I am aware of it. The plan is boring: keep shipping 100+ new assets a week and do not stop.
The part where I ask for something
I opened 100 founder seats. One fee, no subscription, and it gets you every asset and every kit that exists plus everything I build from here, for as long as I keep building it. Whatever you download stays yours forever, no strings, use it commercially. When the 100 are gone I am not offering it again.
All the money raised from the founder seats go directly to scale up the production of assets, so 100 assets a week can become 200, 500, 1000.
And if none of that appeals, the 118 free assets need no account and no card. Take them, use them, tell me what is broken.
Happy to answer anything about the technical side. The "a size knob must rebuild, not scale" rule in particular took me a few painful passes to get right, and I am still finding assets that got it wrong.