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img2threejs Manual

Manual for img2threejs — reconstructing procedural Three.js models from reference images.

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img2threejs Manual

img2threejs is a skill that reconstructs the object or character in a single reference image as a code-only procedural Three.js model.

It is not photogrammetry, mesh extraction, or downloaded art packs. It uses primitives, procedural shaders, and generated geometry, going through quality gates and review cycles to produce a THREE.Group factory.

What it builds

Input is a single reference image. Output is a TypeScript createObjectNameModel(spec, options) factory returning a THREE.Group.

The generated model is not just a visual mass — it carries a runtime hierarchy in root.userData.sculptRuntime, with pivots, sockets, colliders, and destruction groups, making it easy to use for animation, in-game props, and interactive assets.

Targets

  • Hard-surface objects: devices, tools, weapons, vehicles, containers, dioramas, and more
  • Characters or hybrid subjects: stylized busts, figurines, anime-adjacent characters
  • Detailed props: gloss, bevel, fasteners, painted lines, stains, wear, and trim

A single image cannot guarantee hidden faces or exact shapes. The pipeline explicitly treats output as approximate, stylized, and low-poly where needed.

Pipeline

flowchart TD
    A[Reference image] --> B[Image probe and suitability check]
    B --> C[Pre-Spec Assessment]
    C --> D[Create ObjectSculptSpec]
    D --> E{strict-quality validation}
    E -- too shallow --> D
    E -- pass --> F[Locked build pass]
    F --> G[Generate Three.js factory for current pass only]
    G --> H[Render in browser]
    H --> I[Comparison sheet vs reference]
    I --> J{visual review}
    J -- below threshold --> K[refine-spec or refine-code]
    K --> F
    J -- pass --> L{next pass}
    L -- yes --> F
    L -- no --> M[animation-ready Three.js model]

Build Passes

The model is sculpted progressively in a fixed order. Each pass is reviewed and accepted before the next pass is unlocked.

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