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One photo.
Endless 3D stories.
Build a structured 3D object, switch its visual language, stage it for any scene, and add stickers that turn every part into a story.
A photo goes in.
An editable object comes out.
Not a flat render and not one sealed mesh. Every object below is live Three.js running in this page right now, built from a single reference.
One image. No modeling, no scan, no turntable.
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Live in your browser. Drag to orbit.
Every part has a name.
Other tools hand you one object you cannot take apart. PhotoTo3D returns a hierarchy, so each component stays addressable in code long after you leave the studio.
3D preview unavailableThis browser could not start WebGL. The model data and code export still work.
// every part keeps the name the vision pass gave it
const model = createSurveyDroneModel();
const body = model.getObjectByName("central flight body");
const pack = model.getObjectByName("top battery pack");
const arm = model.getObjectByName("front left arm");
// address it like any other Three.js object
body.material.color.set("#e8863c");
pack.rotation.y += delta * 2;Real output from the exported factory, not a mockup.
Upload one clear view. The browser prepares it without burying the source in a black box.
Vision decomposes the object into a named hierarchy of editable primitives.
Ship an interactive story, a campaign asset or readable TypeScript for any standard Three.js scene.
Change how it speaks,
not what it is.
The hierarchy never changes. Only the render language does, so a product scene and a technical teardown come from the same object.
3D preview unavailableThis browser could not start WebGL. The model data and code export still work.
3D preview unavailableThis browser could not start WebGL. The model data and code export still work.
3D preview unavailableThis browser could not start WebGL. The model data and code export still work.
3D preview unavailableThis browser could not start WebGL. The model data and code export still work.
One model, every use
The same named hierarchy, pointed at four different jobs. Nothing is rebuilt between them.
Interactive commerce
Ship an orbitable product view, then tune color and material directly in code.
↗Runtime-ready props
Use named pivots, sockets and groups inside a web scene or game system.
↗Objects with presence
Turn a project into something visitors can inspect instead of another flat render.
↗Technical stories
Reveal construction and hierarchy with an exploded view built from real parts.
↗The code is yours,
subscription or not.
Export readable TypeScript that builds standard Three.js objects. No proprietary runtime, no phoning home, no license check at load time.
Plain Three.js
Standard geometries and materials. Drop it into any scene you already have.
Keeps working
Cancel any time. Everything you exported keeps running exactly as it did.
Free to convert
Turning a spec into code runs locally through the CLI or MCP. Unlimited, no key.
Four steps
From a single reference to shippable source, with nothing hidden in between.
Frame the reference
Upload one clear view. The browser prepares it without burying the source in a black box.
Resolve the structure
Vision decomposes the object into a named hierarchy of editable primitives.
Choose how it speaks
Apply a scene and visual recipe, then direct the story with stickers, moments and exploded states.
Publish it anywhere
Ship an interactive story, a campaign asset or readable TypeScript for any standard Three.js scene.
Pricing
Exploring the demo models is free. Generating from your own photo needs a plan.
- ✓ Every demo model, fully editable
- ✓ All render styles and stickers
- ✓ PNG, GIF, GLB and TypeScript export
- ✓ Generate from your own photos
- ✓ All sculpt passes
- ✓ Commercial usage
- ✓ Priority build queue
- ✓ Shared specs and review history
- ✓ Email support
Generation is the only metered action. Editing and exporting never cost credits.
PricingQuestions,
answered.
The things worth knowing before you send your first reference through.
01Do I need to know 3D modeling?+
No. Upload a clear reference and the workflow handles decomposition, geometry and initial materials. You inspect and adjust the result in the browser.
02What do I actually get?+
A validated sculpt specification plus readable TypeScript that creates standard Three.js objects. There is no proprietary runtime attached to the export.
03Is this a generated GLB file?+
No. PhotoTo3D builds a named hierarchy of procedural Three.js primitives, which makes individual parts easier to recolor, animate, separate and address in code. GLB export is available when you need it.
04Do my exports stop working if I cancel?+
No. The generated source is yours to keep and continues working without a PhotoTo3D subscription.
05What counts as a build?+
One reference processed into a sculpt spec and exportable factory counts as one build. Local spec-to-code conversion is free and unlimited.
06What does it handle badly?+
Faces, characters and dense organic detail. One image yields a stylized likeness, not an identity-accurate scan. Hard-surface products, tools and props are where it is strongest.
Give one object
a life in 3D.
Upload a reference. Leave with named geometry and source code.