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Three.js · React Three Fiber · WebGL · GLB

Hire a Three.js developer who plans for the phone in your buyer’s pocket

If you want to hire a Three.js developer, the question that matters is not “can they make something spin?” but “will it still run on a three-year-old Android phone, and can my team keep it updated?” We are three freelance developers in India who build interactive 3D in the browser with vanilla Three.js or React Three Fiber, prepare GLB models with Draco compression, and set a GPU budget before writing the first shader. Scoped builds start at ₹10,000 (US$150); full WebGL applications start at ₹60,000. Read the hiring checklist first.

  • 3D section on a website from₹10,000 · US$150
  • 3D viewer inside a store from₹50,000 · US$750
  • Custom WebGL app from₹60,000 · US$900
  • LibrariesThree.js, React Three Fiber, drei, GSAP
  • Asset formatsglTF / GLB with Draco or meshopt
  • Support after launch2 months free, then from ₹8,000/mo
  • Vanilla Three.js or R3F
  • GLB and Draco pipeline
  • Mobile GPU budget in the brief
  • Poster and fallback states
  • Code and models in your name
  • Itemised quote in 2 working days
  • English and Hindi

Three freelance developers in India · WhatsApp replies 7 days a week, IST

  • 3Freelance developers on your Three.js build
  • 2Working days to an itemised quote
  • 2Months of free maintenance after launch
  • 7Days a week on WhatsApp, IST

The short answer

How do you hire a Three.js developer, and what does it cost?

To hire a Three.js developer, ask for live links you can open on a mid-range phone, a short test with your own model, and a written GPU budget. With us, a website with one Three.js section starts at ₹10,000, a 3D product viewer in an online store starts at ₹50,000, and a custom WebGL application starts at ₹60,000. Models, interactions and mobile fallbacks drive the final price.

Not sure you need code at all? Compare the lighter options on 3D website design, or see 3D product configurator if buyers must change colours and parts.

Last updated

Hiring a Three.js developer at a glance
Hire forInteractive 3D scenes, product viewers, configurators, data visualisation in 3D
Two main stacksVanilla Three.js, or React Three Fiber inside a React or Next.js app
Must-have skillShrinking models: GLB export, Draco or meshopt, KTX2 textures
Proof to ask forLive URLs tested on a mid-range Android phone, not just videos
Pricing modelPer project with milestones; ongoing care from ₹8,000/mo
Typical build time2 to 12 weeks depending on scope and assets
Not a fitPhotoreal modelling from scratch, game engines, VR headsets

Why choose us

Where to hire a Three.js developer: three honest routes

The right route depends on how long you need the person and who looks after the 3D code once the launch is over.

Where to hire a Three.js developer: three honest routes
Aspect Full-time in-house hire Marketplace freelancer (Upwork, Fiverr, Toptal) BtechWaleTech
Time to start Weeks to months of recruiting Days, after shortlisting and interviews Quote in about 2 working days, start on approval
Skills covered One person’s strengths Varies hugely by profile 3D front end, backend, cloud and project management across three people
Mobile performance Depends on the hire Often demo-quality only GPU budget and fallback written into the scope
Model preparation May need a separate artist Sometimes excluded GLB clean-up and compression quoted as its own line
Continuity Good while they stay Risk if the freelancer moves on Three people know the codebase; 2 months free fixes
Ownership Yours by employment Check the platform terms Code, models and accounts in your name from day one
Platform fees None, but salary and overheads Marketplace service fees apply 0 platform fees; direct milestone payments
Best for Products where 3D is the core, long term Short, well-defined tasks Scoped 3D features that must ship and stay fast

If your product is a 3D tool used daily by thousands, a full-time Three.js engineer on your team will eventually beat any outside hire; we can build the first version and hand it over cleanly.

Pricing

What it costs to hire a Three.js developer for a project

Three.js work is priced by what the scene has to do, not by the hour. A single rotating model with a fallback image sits near the website starting price. Material swapping, animation timelines, physics, custom shaders, many models or a backend for saved designs push the build towards the custom web app band. Model clean-up is listed separately because it depends on the files you send: a tidy GLB from your artist costs little to prepare, while a raw engineering CAD export can take days. You see every line before anything is billed.

Starting prices in INR and USD
ServiceIndia (INR)Worldwide (USD)Typical timelineWhat is included
Static website from ₹10,000 from US$150 1 to 2 weeks Up to 100 pages, Responsive design, Contact form and enquiry setup, Basic SEO tags and sitemap
SEO website (299+ pages) from ₹20,000 from US$300 3 to 5 weeks 299+ SEO pages, Keyword and page planning, Schema, sitemap, and internal linking, Design to deployment included
Ecommerce store from ₹50,000 from US$750 4 to 8 weeks Product and category pages, Payment gateway setup, Order and inventory basics, Performance tuning
Android & iOS app from ₹40,000 from US$600 6 to 10 weeks Android and iOS app (Flutter or React Native), Login, forms and push notifications, Admin panel and API connection, Google Play and App Store publishing
Custom web app or software from ₹60,000 from US$900 6 to 12 weeks Custom features and APIs, User accounts and roles, Admin panel, Deployment and handover
AI automation from ₹40,000 from US$600 2 to 4 weeks Workflow mapping, Tool and CRM integrations, AI agent or automation build, Testing and handover
Monthly SEO from ₹10,000/mo from US$150/mo Ongoing, monthly Technical fixes, On-page and content work, Local SEO and listings, Search Console reporting
Maintenance and support from ₹8,000/mo from US$120/mo Ongoing, monthly Content updates, Bug fixes, Backups and security checks, Speed and uptime checks

All prices are starting points, quoted in INR for India and USD for international clients, not fixed quotes. Final cost depends on the number of pages, features, integrations, content, and timelines. Share your requirement and you get an itemised estimate with nothing hidden. See full pricing.

What does a Three.js developer actually do?

A Three.js developer writes the JavaScript that draws interactive 3D inside a web page using WebGL, the browser’s graphics interface. Three.js is an open-source library that wraps WebGL’s low-level calls in friendlier objects: scenes, cameras, lights, meshes, materials and loaders.

In day-to-day terms, the job is part front-end developer, part technical artist and part performance engineer. The developer loads models, sets up lighting and camera movement, connects clicks and scrolls to the scene, and then spends a surprising share of the time making it lighter: fewer triangles, smaller textures, fewer draw calls, smarter loading. The last part is what separates a nice demo from something your customers can use on a train with patchy 4G.

When you hire a Three.js developer, you are also hiring someone who must work with other people’s files. Designers hand over mock-ups, 3D artists hand over models, backend developers expose product data. A good hire knows how to ask for assets in the right format and how to push back when a model is ten times heavier than the page can carry.

  • Scene work: cameras, lights, environment maps, shadows and post-processing.
  • Asset pipeline: glTF/GLB loading, compression, texture formats and level of detail.
  • Interaction: orbit controls, raycasting for clicks, scroll timelines and UI overlays.
  • Integration: connecting the canvas to React state, carts, forms and APIs.

When should you hire a Three.js developer instead of using a no-code tool?

Hire a Three.js developer when the 3D has to respond to your own data or business logic; use a no-code tool when it only has to look good. Tools such as Spline, or a product-viewer web component like Google’s model-viewer, cover a lot of ground: a rotating hero object, a simple viewer with AR on phones, a decorative scene.

Code becomes worth paying for once the scene needs things a visual editor cannot express cleanly. Typical triggers are prices or stock that change the scene, hundreds of product variants loaded from a database, a camera path tied to scroll position and text panels, custom shaders for materials like brushed metal or fabric, or tight control over loading so a slow phone gets a lighter version.

A second trigger is ownership. A scene built in a hosted editor usually lives on that platform. A Three.js codebase lives in your repository, runs on your hosting and can be changed by any competent developer you hire later. For brands planning several years of product launches, that independence often matters more than the first build cost.

No-code is usually enough for

A decorative hero, a single product spin, a portfolio piece, a campaign page that lives for one month.

Code is usually worth it for

Configurators, data-driven scenes, multi-step product stories, anything tied to a cart or a quote, and pages that must hit strict mobile speed targets.

React Three Fiber vs vanilla Three.js: which should your developer use?

Use React Three Fiber when the rest of your product is already a React or Next.js app; use vanilla Three.js when the 3D is a standalone piece or sits on a non-React site. Both draw with the same engine underneath, so the choice is about how the code is organised and who maintains it.

The React Three Fiber documentation describes it as “a React renderer for three.js”, which lets you build scenes “declaratively with re-usable, self-contained components that react to state”. In practice, a <mesh> in JSX becomes a Three.js mesh, and your React team can reason about the scene with the same patterns they use for forms and lists. The pmndrs ecosystem around it, such as drei helpers, saves a lot of boilerplate for loaders, controls and environment lighting.

Vanilla Three.js suits a small scene embedded in WordPress, Webflow, Shopify or Astro, where pulling in React only for one canvas would add weight. It is also easier to reason about for tight render loops and unusual memory management. When you hire a Three.js developer, ask which approach they recommend for your site and why; a developer who only knows one will push it everywhere.

If your app is moving to Next.js anyway, our React to Next.js migration notes explain how a 3D canvas is kept client-only so server rendering does not break it.

How to check a Three.js developer’s portfolio properly

Open every portfolio link on a mid-range Android phone over mobile data, not on a gaming laptop. A showreel video proves nothing about performance; a live URL shows load time, frame rate, heat and what happens when the GPU struggles.

Most Three.js portfolios look impressive on a desktop with a dedicated graphics card. The useful questions are what the visitor sees in the first two seconds, whether the page is usable before the 3D arrives, and whether the scene drops to a lighter version on weaker devices. If a portfolio piece shows a white box and a spinner for five seconds on your phone, expect the same on your project.

Then ask about the parts you cannot see. Who made the models? How big was the GLB before and after optimisation? What did they change after testing on real phones? A developer who can answer with specifics, even rough ones, has done the work. A developer who only talks about how the scene looks may have only assembled someone else’s template.

  • Time to first meaningful paint on a phone, before the canvas is ready
  • Frame rate while rotating the model; any stutter or heating
  • Behaviour on tab switch and return: does the scene recover or crash?
  • Text, prices and buttons in HTML, not painted inside the canvas
  • A reduced-motion or static alternative for people who need it

3D model optimisation: the GLB and Draco skills your hire must have

The single most valuable skill when you hire a Three.js developer is shrinking 3D assets without visible loss. Most slow 3D pages are slow because of the model, not the code.

The standard delivery format is glTF, which the Khronos Group calls “the JPEG of 3D”; glTF 2.0 was published as the international standard ISO/IEC 12113:2022. A GLB file is the single binary version that packs geometry, materials and textures together. On top of that, geometry can be compressed with Draco: the Three.js documentation explains that when Draco is used with glTF, GLTFLoader uses DRACOLoader internally, and that the loader picks the JavaScript or WebAssembly decoder based on browser capabilities. Textures can be delivered as KTX2 with Basis Universal supercompression through the Khronos KHR_texture_basisu extension, which keeps GPU memory lower than plain JPEG or PNG.

Before any of that, a skilled developer cleans the model itself: deletes hidden interior parts, merges meshes that share a material, bakes lighting into textures where real-time lights are not needed, and creates lower-detail versions for distant or mobile views. Ask a candidate to walk you through what they would do with one of your real files. The answer tells you more than any CV.

Red flag

A developer who loads a raw export from CAD or a marketplace model straight into the scene and plans to “optimise later”.

Green flag

A developer who asks for the source file, reports the triangle count and texture sizes, and proposes a target file size before starting.

Mobile GPU performance budgets: what to write into the brief

Write a performance budget into the brief before you hire anyone: a target file size for the 3D download, a triangle and texture ceiling, and the lowest phone the scene must run on smoothly. Without numbers, “fast” means whatever the developer’s own device can handle.

The page as a whole is still judged on Google’s Core Web Vitals. web.dev states that Largest Contentful Paint should occur within 2.5 seconds, Interaction to Next Paint should be 200 milliseconds or less, and Cumulative Layout Shift should be 0.1 or less, measured at the 75th percentile of page loads. A 3D canvas that blocks the main thread while a large model decodes can hurt all three. The fix is architectural: show HTML and a poster image first, load the scene when it scrolls into view, decode geometry in a worker where possible, and reserve the canvas space so nothing jumps.

On the GPU side, the main levers are device pixel ratio (capping it on high-density phone screens), draw calls (merging and instancing objects), texture memory and shadow quality. A developer worth hiring will test on a real low-end device, not only in Chrome’s device emulation, and will show you the numbers. Our starting budgets are in the table further down; we adjust them after testing on the phones your buyers actually use.

How much does it cost to hire a Three.js developer in India?

With us, a Three.js section on a normal website starts at ₹10,000 (US$150), a store with 3D product viewers starts at ₹50,000, and a custom WebGL application or configurator starts at ₹60,000 (US$900). Every figure is a starting price; the itemised quote shows how yours is built up.

Across the market, quotes to hire a Three.js developer vary widely, and the gap is rarely about the developer’s city. It comes from a handful of drivers that you can control once you know them:

  • Asset state: web-ready GLB versus raw CAD that needs cleaning and re-texturing.
  • Number of models and variants: one product versus a catalogue of 200 SKUs.
  • Interaction depth: rotate and zoom, or swap parts, animate, measure and price.
  • Custom shaders and effects: glass, fabric, water, particles, post-processing.
  • Device range: desktop-only showcase versus smooth on entry-level Android.
  • Backend needs: saved designs, admin panel, pricing rules, cart or CRM hand-off.
  • Accessibility and fallback: reduced-motion version, keyboard controls, static images.

If you want a feel for web app pricing beyond 3D, the breakdown on web application development cost uses the same drivers. Payments within India go by UPI or bank transfer with a GST-ready invoice discussed in your quote; overseas clients pay in USD by Wise, wire or PayPal.

Hourly or project pricing: which is better when you hire three js developer help?

Project pricing with milestones is safer for a defined scene; hourly or monthly arrangements suit open-ended exploration and ongoing tweaks. The risk in 3D work is that “just one more effect” never ends, and an hourly meter hides that until the invoice arrives.

With a project quote, you agree up front what the scene does, which devices it must run on, how many models are included and what counts as done. Changes outside that list are quoted separately before any work starts. You always know the next amount you will pay and what you get for it.

Hourly billing makes sense in two cases: research spikes where nobody knows yet whether an effect is possible at an acceptable frame rate, and long-running products where a developer is essentially part of your team. Even then, cap the hours per week and ask for a short written log. We quote per project by default; if an ongoing arrangement suits you better, ask us and the terms go into your written quote rather than being assumed.

Choose project pricing when

You can describe the finished scene, you have the models or know who is making them, and there is a launch date.

Choose time-based pricing when

You are prototyping an idea with unknown feasibility, or you need a few hours of 3D help every month for a live product.

Interview questions and a fair test task for a Three.js hire

The best test is small, paid if it takes more than an hour or two, and uses one of your own models. Ask the candidate to load it, light it, add orbit controls, and report the before-and-after file size and frame rate on a phone.

Pair that with a conversation. You do not need to be technical to judge the answers; listen for specifics and for questions coming back to you. A strong candidate will ask what devices your customers use, where the models come from, and what the scene is supposed to make people do.

  • How would you make this model load in under two seconds on 4G?
  • When would you choose React Three Fiber over plain Three.js for us?
  • How do you dispose of geometries and textures to avoid memory leaks on route changes?
  • What do visitors see if WebGL fails or the device is too weak?
  • How do you keep product text and prices readable by search engines?
  • Which parts of this job would you hand to a 3D artist, and why?

If the answers are vague, the build will be vague. If you would rather skip the interviewing, send us your brief and one model; the quote itself will show you how we think about these questions.

Should you hire a freelance Three.js developer, a studio or a full-time engineer?

Hire freelancers for a scoped build, a creative studio when original art direction and modelling are the main value, and a full-time engineer when 3D is the core of your product for years. Each route solves a different problem.

A creative studio brings concept art, 3D artists and motion designers, which is ideal for an award-style campaign. You pay for that range even when your brief mostly needs engineering. A full-time hire gives you continuity and deep product knowledge, but recruiting someone with real WebGL depth takes time, and one person rarely covers backend, hosting and 3D equally well.

A small freelance team sits between the two. With us you get three people: one of us on full-stack and front-end 3D, another of us on cloud, data and technical SEO, and the third of us running the project plan and automation. That covers the canvas, the API behind it and the hosting, without paying for a creative department you do not need. What we do not do is photoreal modelling from scratch, VR headset apps or console-style games; if your brief needs those, we say so in the quote.

Comparing broader options for front-end work? Our freelance React developer page covers the same trade-offs for non-3D interfaces.

How long does a Three.js project take from brief to launch?

A single optimised 3D section takes about two to three weeks; a store with product viewers four to eight weeks; a custom configurator or WebGL app six to twelve weeks. Asset readiness moves these numbers more than anything else.

The first week is always about assets and budgets. We check your models, measure them, agree the target file size and the lowest supported phone, and build a rough scene with placeholder lighting so you can feel the interaction early. That greybox is cheap to change, which is exactly why it comes first.

The middle weeks go into materials, interaction, the HTML layer around the canvas and the fallback states. Final weeks are for device testing, accessibility, analytics events and loading order. You review everything on a staging link that you can open on your own phone and share with colleagues on WhatsApp. For a broader view of software timelines, see how long it takes to build a website.

What should you own when a Three.js developer hands over the project?

You should own the source code repository, every original and optimised model file, the texture sources, the build scripts and the hosting account. If any of those sit only on the developer’s laptop, you do not really own the scene.

3D projects have more moving parts than a normal site. Beyond the code, ask for the optimisation settings used for each model (so the next person can re-export a changed product the same way), the environment maps and HDR files, the list of third-party libraries with their licences, and a short README explaining how to run and deploy the project.

We work inside repositories and hosting accounts created in your name from day one, so there is nothing to transfer at the end. After launch you get two months of free maintenance for fixes; after that, ongoing care starts at ₹8,000/mo. If a question comes up about licences for purchased models or fonts, we flag it early; the purchase itself should be in your name.

  • Git repository with full history, in your organisation
  • Source and web-ready model files, with optimisation notes
  • Textures, HDR environments and any purchased asset licences
  • Deployment steps and environment variables documented
  • Analytics events list: what the scene tracks and why

Red flags when you hire a Three.js developer

The clearest red flag is a developer who has never shown work running on a budget phone. The second is one who promises a price before seeing your models.

Other warning signs come up in the first conversation. Watch for vague talk about “making it pop” with no mention of file sizes; reluctance to put the code in your repository; a plan to paint all text, prices and buttons inside the canvas; no fallback for devices without WebGL; and templates from marketplaces presented as original work. None of these is proof of bad intent, but each one tends to show up later as a slow, fragile page that only its author can change.

Be careful, too, with anyone who guarantees specific conversion or engagement uplifts from 3D. Nobody can promise that. The honest route is to launch the scene against a strong still-image version and compare enquiries. Similarly, nobody can guarantee search rankings; a good developer will only promise to keep the page crawlable and fast.

  • Only showreel videos, no live links
  • Fixed timeline quoted before seeing assets
  • No mention of mobile testing or fallbacks
  • Code or models kept on the developer’s own accounts
  • Heavy post-processing effects on every device by default

Will a Three.js page hurt SEO, accessibility or AI search visibility?

A Three.js page hurts search visibility only when the important words live inside the canvas. Search engines and AI assistants read HTML text; they do not read pixels drawn by WebGL.

Keep the product name, description, price, specifications and FAQs in normal HTML around or over the canvas. Add structured data for products where it applies, a descriptive poster image with alt text, and a sensible heading structure. Then Google, Bing and AI answer engines can understand and quote the page even though the 3D itself is invisible to them. Speed matters too, which brings us back to the performance budget: a scene that loads late but does not block the text barely affects Core Web Vitals.

Accessibility needs the same care. Respect the operating system’s reduced-motion setting, offer keyboard controls or buttons for rotate and zoom, never make the canvas the only way to reach information, and keep contrast readable over animated backgrounds. Another of us handles the technical SEO side of our builds, so these checks are part of the scope rather than an afterthought. Our website accessibility audit page lists what we check.

Hiring a Three.js developer from India: how the work runs

Hiring a Three.js developer in India works well when reviews happen on staging links and short calls, and the scope is written down before work starts. There are no site visits in this kind of work anyway; 3D is reviewed on screens.

For Indian clients, we are on the same clock, reply on WhatsApp seven days a week, and talk in English or Hindi. Payments go by UPI or bank transfer in milestones, nothing billed before your written approval of the quote. Many Indian buyers browse on entry-level Android phones on mobile data, so we default to lighter models, capped pixel ratios and a still-image path for weak devices. If your audience includes regional-language speakers, the HTML layer around the 3D can be bilingual; you supply or approve the translated text.

For clients abroad, our IST working day overlaps with European mornings and US evenings, quotes are in USD, and payment goes by Wise, bank wire or PayPal. Our guide to hiring Indian developers covers contracts and communication in more detail.

Worked example: a hypothetical EV scooter brand in Hyderabad

Say a small electric scooter maker in Hyderabad wants buyers to spin the scooter, switch between four colours and two seat options, and tap hotspots that explain the battery and motor. This is an illustration of how we would scope it, not a past client.

Step one is the model. Their industrial designer has a CAD file of several hundred megabytes. We would strip internal engine parts nobody sees, retopologise the body, bake ambient occlusion, and export a Draco-compressed GLB with KTX2 textures, targeting a download small enough for 4G. Colours become material swaps rather than separate models, so each change is instant.

Step two is the stack. Their site is already a Next.js app, so React Three Fiber is the natural fit: a ScooterViewer component with typed props for colour and seat, lazy-loaded below the hero, with a poster image rendered on the server. Hotspot text sits in HTML so it is readable by search engines and screen readers. The chosen configuration flows into their existing test-ride booking form.

Step three is testing on the cheapest phone in their target market, capping pixel ratio and dropping real-time shadows for baked ones on weak GPUs. Scope like this would typically be quoted from the custom web app band, starting at ₹60,000, with model clean-up as a separate line.

Checklist before you hire three js developer help

Run through this list before you sign anything. If you cannot tick most items yet, spend a week on the brief; it will save money in the build.

  • The one action the 3D scene should drive: enquiry, add to cart, test ride, booking
  • Models available? Format, file size and who owns them
  • Lowest phone and browser the scene must run on smoothly
  • Target download size for the 3D assets
  • React Three Fiber or vanilla Three.js, and the reason
  • Fallback for no-WebGL and reduced-motion users
  • All selling text, prices and FAQs in HTML, not the canvas
  • Repository, hosting and asset accounts in your name
  • Milestones, change process and what counts as done
  • Maintenance plan after launch

Send this list to us on WhatsApp with one model file, even unfinished, and you will get an itemised quote in about two working days. If the list points you towards a lighter build, the landing page developer route may be all you need.

Cost by scope

What it costs to hire a Three.js developer, by type of build

Starting prices from our pricing page. Model clean-up and any purchased assets are itemised separately in your quote.

What it costs to hire a Three.js developer, by type of build
BuildWhat is includedStarts atTypical time
One Three.js section in a site Single optimised model, orbit or scroll interaction, poster fallback₹10,000 · US$1502–3 weeks
SEO site with 3D blocks Large content site where key pages carry a 3D element₹20,000 · US$3003–5 weeks
Store with 3D product viewers Viewer per product, AR button on supported phones, checkout₹50,000 · US$7504–8 weeks
Configurator or WebGL app Material and part swaps, pricing logic, saved designs, admin₹60,000 · US$9006–12 weeks
3D inside a mobile app Flutter or React Native app with an embedded 3D view₹40,000 · US$6006–10 weeks
Care after the free period Library updates, new model exports, fixes₹8,000/mo · US$120/moOngoing

Stack choice

Vanilla Three.js, React Three Fiber, model-viewer or a no-code editor

What we would recommend for each situation. The engine underneath R3F and most viewers is Three.js or plain WebGL.

Vanilla Three.js, React Three Fiber, model-viewer or a no-code editor
OptionBest whenWatch out forWho maintains it later
Vanilla Three.js Standalone scene on WordPress, Shopify, Astro or plain HTMLMore manual structure as the scene growsAny JavaScript developer with 3D basics
React Three Fiber Your product is already React or Next.jsKeep the canvas client-only in server-rendered appsYour React team, with light 3D knowledge
model-viewer web component Simple rotate, zoom and AR on product pagesLimited custom interaction and effectsAlmost anyone; mostly HTML attributes
No-code 3D editor Decorative hero or quick conceptHosting and export limits of the platformDesigners inside the tool
Babylon.js Game-like features where a team already knows itDifferent ecosystem from Three.jsDevelopers familiar with Babylon.js

Performance budget

Our starting mobile budget for a Three.js scene

Starting points we test against, then tune on the real phones your buyers use. The page-level targets are Google’s published Core Web Vitals thresholds.

Our starting mobile budget for a Three.js scene
ItemStarting budget on mid-range phonesWhy it matters
3D download Agreed per project, set before modelling startsLargest single cost on mobile data
Device pixel ratio Capped, usually around 1.5 to 2High-density screens multiply GPU work
Textures KTX2 where supported, sized to on-screen useGPU memory, crashes on low-RAM phones
Real-time shadows Baked where possibleOne of the heaviest per-frame costs
Draw calls Merged and instanced meshesCPU overhead on weaker devices
Page LCP / INP / CLS 2.5 s / 200 ms / 0.1 or betterCore Web Vitals, per web.dev

Across India

Hire a Three.js developer for businesses in these cities

We work remotely with clients in every city below; all reviews happen on staging links, screen shares and WhatsApp.

  • Three.js product viewers in Bengaluru

    Hardware, robotics and consumer-tech startups that want investors and buyers to explore a device from every angle before mass production photos exist.

  • WebGL dashboards in Hyderabad

    SaaS and analytics teams that need 3D views of buildings, networks or supply chains inside a React product used by enterprise clients.

  • 3D launch scenes in Mumbai

    Consumer brands, watchmakers and luxury retailers planning launch pages where one hero product has to be seen up close, with the story told as you scroll.

  • React Three Fiber builds in Noida

    Product companies and IT teams that already run React apps and want a 3D module added without rewriting the rest of their front end.

  • Interactive property models in Gurgaon

    Developers and brokers selling commercial and luxury residential projects who want a clickable massing model shared as a single link.

  • Engineering visuals in Chennai

    Auto component and industrial equipment makers that want dealers abroad to rotate an assembly and understand fitment without a printed catalogue.

  • 3D sites for exporters in Kochi

    Spice, seafood-processing equipment and marine businesses that sell to overseas buyers who rarely visit and judge everything online.

  • Textile and machinery 3D in Ahmedabad

    Machinery makers and textile brands that want a product spin or exploded view for trade buyers who compare suppliers from across the world.

  • Jewellery viewers in Jaipur

    Gem and jewellery sellers who need rings and pendants rendered with believable metal and stone reflections on a mobile screen.

  • Furniture 3D in Indore

    Furniture and home-décor sellers moving online who want customers to check size, finish and fabric before placing an order.

  • Edtech 3D lessons in Chandigarh

    Coaching and edtech teams that want rotatable anatomy, physics or chemistry models students can explore on low-cost phones.

  • Heritage and tourism 3D in Kolkata

    Cultural projects, museums and tour operators exploring interactive monument models that tell a story without heavy video downloads.

  • Campus and site models in Bhubaneswar

    Institutions and infrastructure firms that want a clickable 3D campus or site plan for admissions, investors or public communication.

  • Pump and motor viewers in Coimbatore

    Pump, motor and textile machinery manufacturers who want distributors to see internals in an exploded 3D view on the product page.

  • Game-style campaigns in Pune

    Automotive, gaming and D2C brands running short browser games or interactive campaign pages built to be shared on social media.

How it works

How hiring us for a Three.js build works

  1. Send the brief and one model

    Share what the scene must make buyers do, your site stack and any model file, even an unfinished one. We reply on WhatsApp and ask about devices and deadlines.

  2. Asset audit and budget

    We measure the models, propose a target download size and the lowest supported phone, and recommend vanilla Three.js or React Three Fiber with reasons.

  3. Itemised quote in two days

    You get every line priced separately, including model clean-up, fallbacks and testing. Nothing is billed until you approve the quote in writing.

  4. Greybox on staging

    A rough interactive scene with placeholder lighting on a link you can open on your own phone, so interaction and camera paths are settled early.

  5. Build, polish and device testing

    Materials, UI overlays, loading order, accessibility and analytics, tested on real low-end and mid-range phones before you see the final version.

  6. Launch and two months of care

    We deploy to your hosting, hand over the repository and model notes, and fix issues free for two months after launch.

Questions

Questions people ask before they hire a Three.js developer

How much does it cost to hire a Three.js developer?

With us, a website with one Three.js scene starts at ₹10,000, an online store with 3D product viewers starts at ₹50,000, and a custom WebGL app or configurator starts at ₹60,000. Across the market, quotes vary widely because of model quality, number of variants, custom shaders, device range and backend needs. Ask any developer for an itemised quote so you can see which of those drivers you are paying for.

Should I hire a Three.js developer hourly or per project?

For a scene you can describe clearly, per-project pricing with milestones is safer because you know every amount in advance and changes are quoted before work starts. Hourly or monthly time works for feasibility research or ongoing tweaks to a live product. If you do pay by the hour, cap weekly hours and ask for a short written log of what was done.

What skills should a good Three.js developer have?

Solid JavaScript or TypeScript, a working grasp of 3D basics such as cameras, lights, materials and transforms, and real experience with glTF and GLB loading. The skill that matters most is optimisation: compressing geometry with Draco or meshopt, using compressed textures, reducing draw calls and testing on low-end phones. React Three Fiber experience matters if your site is a React or Next.js app.

React Three Fiber or plain Three.js: which is better?

Neither is better in general. React Three Fiber suits a product that is already built in React or Next.js, because the scene becomes components your team already understands. Plain Three.js suits a standalone scene on WordPress, Shopify, Astro or static HTML, where adding React only for the canvas would add weight. Both render through the same Three.js engine.

How do I check if a Three.js developer is actually good?

Open their live links on a mid-range Android phone over mobile data. Note how long the page takes to become usable, whether the scene stutters or heats the phone, and whether text stays readable before the 3D loads. Then give a small paid test with one of your own models and ask for the file size and frame rate before and after optimisation.

Can you work with 3D models I already have?

Yes, and it is usually the cheapest route. Send CAD exports, FBX, OBJ or glTF files from your designer or supplier. We check the triangle count, texture sizes and hidden parts, then clean and compress them into a web-ready GLB. Heavy engineering files take longer to prepare, so model clean-up is listed as its own line in the quote.

Do you create 3D models from scratch?

We build simple scenes and stylised objects ourselves, but photoreal product modelling, detailed interiors and character work are a 3D artist’s job. If your brief needs that, we tell you in the quote and work with the artist you choose, giving them the target format and file sizes so their delivery arrives ready for the web.

Will a Three.js scene slow down my website?

It does not have to. Keep text and buttons in HTML, show a poster image first, load the scene only when it scrolls into view, compress models and textures, cap pixel ratio on phones, and serve a lighter version to weak devices. Pages get slow when a large model blocks everything or the same heavy scene runs on every device regardless of its GPU.

Is a Three.js page bad for SEO or AI search?

Only if the words live inside the canvas. Search engines and AI assistants read HTML, not WebGL pixels. Keep product names, descriptions, prices, specifications and FAQs in normal HTML, add suitable structured data and a descriptive poster image, and keep the page fast. Then the 3D adds value for visitors without hiding anything from crawlers. Nobody can guarantee rankings either way.

How long does a Three.js project take?

About two to three weeks for one optimised scene on an existing site, four to eight weeks for a store with product viewers, and six to twelve weeks for a configurator or full WebGL app. The biggest variable is the state of your models. Web-ready GLB files speed things up a lot; raw CAD exports add days of preparation.

Do I own the code and models after the project?

Yes. We work in a repository and hosting account in your name from the first day, and hand over source and optimised models, textures, environment files, optimisation notes and deployment steps. If any assets were purchased, such as models or fonts, the licence should be bought in your name so you are free to reuse them.

Can you fix or speed up a Three.js project someone else built?

Yes. We start by profiling the existing scene on real phones: memory use, draw calls, texture sizes, loading order and any leaks when users change pages. You get a short written list of problems and the fixes we recommend, priced separately, before we change anything. Often the biggest win is simply re-exporting the models properly.

Can Three.js show a product in AR on phones?

Web AR usually runs through the phone’s own viewer. Google’s model-viewer component supports WebXR, Android Scene Viewer and iOS Quick Look modes, and can generate the USDZ file iOS needs from your model if you do not supply one. For custom Three.js scenes, we often add a model-viewer AR button next to the canvas for that part.

Is it better to hire a freelancer or a full-time Three.js engineer?

If 3D is a feature, such as a product viewer or a launch scene, freelancers make sense because the work is scoped and finite. If 3D is the heart of a product used daily, a full-time engineer on your team pays off over time. A freelance team can build the first version and hand it over with documentation so your hire starts from working code.

Why hire a Three.js developer in India?

Mainly for the combination of skills and working style, not only budget. With us you get three people covering 3D front end, backend and cloud, and project management, replying on WhatsApp seven days a week in English or Hindi. Indian clients pay by UPI or bank transfer; overseas clients pay in USD by Wise, wire or PayPal. Everything is reviewed on staging links.

Do you sign an NDA before seeing my product?

Many 3D briefs involve unreleased products, so this question comes up often. Send us your NDA and we will review it; the confidentiality terms we agree are recorded with your written quote. Our general terms are on the terms page. Until then, you can share a simplified description or a placeholder model so we can scope the work.

What happens if the scene does not run on some phones?

That should be planned, not discovered. We agree the lowest supported device in the brief and build a fallback for anything below it: a lighter model, fewer effects, or a still image gallery with the same information. Visitors on older phones still see the product and can still enquire or buy.

Can you add 3D to my Shopify or WordPress site?

Yes. For Shopify, product media already supports 3D models, and a custom Three.js section can be added to a theme when you need more interaction. On WordPress, the scene is added as a block or template part that loads only on the pages that use it. Either way, your team keeps editing text and prices in the normal admin.

What payment terms do you use for a Three.js build?

Work is split into milestones listed in the itemised quote, and nothing is billed before you approve that quote in writing. Clients in India pay by UPI or bank transfer; overseas clients pay in USD through Wise, bank wire or PayPal. Refund and cancellation details are covered in our refund policy and your written quote.

Do you provide maintenance after launch?

Yes. Every build includes two months of free maintenance after launch for fixes and small adjustments. After that, ongoing care starts at ₹8,000/mo, covering library updates, browser changes, re-exporting changed models and small feature tweaks. Three.js releases change APIs from time to time, so a scene that nobody updates slowly drifts out of date.

Three.js developer kaise hire karein?

Sabse pehle apne phone par developer ke live links kholkar dekhiye ki page kitni jaldi chalta hai aur 3D atakta toh nahi. Phir apna ek model dekar chhota paid test karwaiye aur file size pehle aur baad mein poochiye. Humse WhatsApp par brief aur ek model bhejiye, do working days mein itemised quote mil jayega, bina approval ke koi bill nahi.

Next step

Ready to hire a Three.js developer?

Send your brief and one model file on WhatsApp. You get a GPU budget, a stack recommendation and an itemised quote in about two working days, with nothing billed before you approve it.