How to Make a Website 3d Tutorial

in tutorialfrontend · 7 min read

A computer generated image of an orange button
Photo by Milad Fakurian on Unsplash

Step by step beginner guide to add 3D to websites using CSS and Three.js with examples, tools, checklists, and FAQs.

Overview

how to make a website 3d is a practical skill that blends HTML, CSS, and JavaScript to add depth, interaction, and richer user experiences to web pages. js for interactive 3D scenes and models. You will learn basic setup, scene creation, model loading, interactivity, optimization, accessibility, and deployment.

Why it matters:

3D boosts engagement, showcases products better, and enables powerful visual storytelling for entrepreneurs and developers. Prerequisites: basic HTML, CSS, JavaScript, Node and npm installed, a code editor like VS Code. Time estimate: plan 3 to 6 hours to complete the full guide and experiments.

Use a modern browser such as Chrome, Firefox, or Edge and test on desktop and mobile.

js scene with a loaded glTF model, interactive controls, and performance optimizations. Follow the numbered steps and run the sample code to see immediate results.

Step 1:

Setup a project and local server

Create a clean project folder, initialize npm, and install a simple static server. A local server is required for module imports and model loading.

1. Create folder and init:

  • mkdir website-3d
  • cd website-3d
  • npm init -y

2. Install a lightweight server:

  • npm install –save-dev serve
  • Add a start script in package.json: “start”: “serve . -s -l 5000”
  1. Create index.html, styles.css, and main.js in the project root.

Why you are doing this: Local servers handle module imports, CORS for assets like glTF, and give a realistic environment for testing 3D assets.

Commands and example files:

  • Run the server:

  • npx serve . -s -l 5000

  • Open in your browser.

html served at localhost and no CORS errors when loading assets.

Common issues and fixes:

  • Port in use: change -l 5000 to another port.
  • Browser caching: hard refresh or disable cache in DevTools.
  • Module type errors: ensure script tags use type=“module” for ES imports.

⏱️ ~10 minutes

Step 2:

Create a simple CSS 3D scene (card or product showcase)

Start with CSS 3D transforms for lightweight 3D effects that work without WebGL. Use perspective, transform-style, and transform properties to create depth.

Why you are doing this: CSS 3D is fast, accessible, and easy for UI components like cards, galleries, and micro-interactions.

Example index.html minimal skeleton:

<!doctype html>
<html>
<head>
 <meta charset="utf-8" />
 <meta name="viewport" content="width=device-width,initial-scale=1" />
 <link rel="stylesheet" href="styles.css" />
</head>
<body>
 <div class="scene">
 <div class="card">
 <div class="front">Front</div>
 <div class="back">Back</div>
 </div>
 </div>
 <script type="module" src="main.js"></script>
</body>
</html>

card:hover { transform: rotateY(180deg); } to flip.

Expected outcome: A flip card that rotates in 3D when hovered or clicked.

Common issues and fixes:

  • Element flattened: ensure transform-style: preserve-3d on parent.
  • No depth: increase perspective value or move children along Z axis using transform: translateZ(40px).
  • Text blurred when translated: use backface-visibility: hidden; and will-change: transform for smoother rendering.

⏱️ ~10 minutes

Step 3:

how to make a website 3d with Three.js

Move to WebGL for real 3D scenes. js abstracts WebGL and is the most practical library for web 3D. Use it to render geometry, lights, materials, and load models.

js enables complex models, animations, PBR materials, and GPU-accelerated rendering that CSS cannot provide.

Install and basic setup:

  1. npm install three 2. In main.js import:
  • import * as THREE from “three”;

Minimal scene code (create renderer, camera, scene, cube, animate): use the second code block below.

Expected outcome: A spinning cube rendered on the page using WebGL.

Common issues and fixes:

  • Black screen: check canvas appended to DOM and camera positioned correctly.
  • Device compatibility: ensure WebGL is enabled in the browser and fall back if not.
  • Console errors importing modules: serve files over HTTP via your server and use type=“module”.

Code example for a minimal Three.js scene:

import * as THREE from "three";

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, innerWidth/innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);

const geo = new THREE.BoxGeometry(1,1,1);
const mat = new THREE.MeshStandardMaterial({ color: 0x6699ff });
const mesh = new THREE.Mesh(geo, mat);
scene.add(mesh);

const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5,5,5);
scene.add(light);

camera.position.set(0,0,5);
function animate() {
 mesh.rotation.x += 0.01;
 mesh.rotation.y += 0.01;
 renderer.render(scene, camera);
 requestAnimationFrame(animate);
}
animate();

⏱️ ~10 minutes

Step 4:

Load models and textures using glTF

js.

Why you are doing this: glTF stores geometry, materials, animations, and textures in a compact format and loads quickly in browsers.

Steps:

  1. Export model as glb from Blender (File Export glTF 2.0, Format glb).
  2. Install Three.js loaders or use the GLTFLoader included in examples. If using npm, import from three/examples/jsm/loaders/GLTFLoader.js.
  3. Host the .glb next to index.html or a public URL.

Example loader usage (explain inline instead of full block):

  • import { GLTFLoader } from “three/examples/jsm/loaders/GLTFLoader.js”;
  • const loader = new GLTFLoader();
  • loader.load(“model.glb”, gltf => { scene.add(gltf.scene); }, progressFn, errorFn);

js scene with materials and textures intact.

Common issues and fixes:

  • Missing textures: ensure files are embedded in .glb or referenced relative to the server.
  • Model too large or small: scale model.scene.scale.set(0.01,0.01,0.01) or adjust camera.
  • CORS errors: serve model from same origin or enable CORS headers.

⏱️ ~10 minutes

Step 5:

Add interactivity and UI controls

Make the 3D scene interactive using pointer events, OrbitControls, or custom raycasting and UI.

Why you are doing this: Interactivity improves engagement and lets visitors rotate, pan, or inspect products.

Key techniques:

1. OrbitControls for simple camera controls:

  • import { OrbitControls } from “three/examples/jsm/controls/OrbitControls.js”;
  • const controls = new OrbitControls(camera, renderer.domElement);
  • controls.enableDamping = true;

2. Raycasting for clickable objects:

  • Use THREE.Raycaster to convert pointer coordinates to a 3D ray and test intersects with scene objects.

3. UI integration:

  • Add CSS buttons or a small HTML overlay to switch materials, trigger animations, or toggle lighting.

Expected outcome: Users can drag to rotate the model, zoom with wheel, and click hotspots to change options.

Common issues and fixes:

  • Controls not responsive: call controls.update() inside the animation loop if damping is enabled.
  • Touch gestures: ensure pointer events and touch action CSS are handled; use controls.enablePan = false for product rotation focus.
  • Multiple event listeners: remove or debounce listeners to prevent performance issues.

⏱️ ~10 minutes

Step 6:

Optimize performance for real world sites

Real 3D content can be heavy. Optimize geometry, textures, and rendering to maintain smooth 60fps on desktop and acceptable performance on mobile.

Why you are doing this: Faster load times and smoother interactions increase conversions and reduce bounce rates.

Practical optimizations:

  1. Compress models with DRACO and use glTF-Draco compression (export or use gltf-pipeline).
  2. Use texture atlases and smaller resolutions. Serve WebP where supported.
  3. Level of detail (LOD): provide simplified meshes for distant views.
  4. Use baked lighting where possible to reduce runtime cost.
  5. Limit renderer pixel ratio on mobile: renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5));
  6. Use frustum culling and avoid unnecessary scene updates; only animate what changes.

Expected outcome: Faster initial load, lower GPU/CPU usage, and smoother interactions across devices.

Common issues and fixes:

  • Extreme compression artifacts: balance DRACO compression settings and test visually.
  • Stuttering on initial load: show a lightweight placeholder and lazy-load heavy assets after interaction.
  • High memory usage: free textures and geometries when no longer needed and dispose of renderer resources.

⏱️ ~10 minutes

Step 7:

Accessibility and fallbacks

Make sure your 3D content degrades gracefully and respects user preferences such as reduced motion.

Why you are doing this: Accessibility broadens your audience and ensures compliance with best practices.

Actions:

1. Detect WebGL support and provide fallback:

  • if (!WEBGL.isWebGLAvailable()) show static image or CSS 3D version.

2. Respect prefers-reduced-motion:

  • const reduced = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
  • Disable auto-rotation or long animations when reduced is true.

3. Provide keyboard and screen reader accessible controls:

  • Offer HTML buttons to rotate to preset views and include alt text or ARIA labels.
  1. Use semantic HTML overlay for product metadata and purchase actions so essential functions do not rely solely on 3D.

Expected outcome: Users without WebGL or who prefer reduced motion still complete conversions and navigate the site.

Common issues and fixes:

  • Screen readers ignore canvas: provide descriptive HTML content and controls outside the canvas area.
  • Keyboard nav missing: ensure interactive hotspots are reachable with tab and activated with Enter or Space.
  • Visual fallback mismatch: create a promotional image rendered from the model to match the 3D view.

⏱️ ~10 minutes

Testing and Validation

Verify the site works across devices, browsers, and network conditions with this checklist.

Checklist:

  • Test in Chrome, Firefox, Safari, and Edge on desktop and mobile.
  • Confirm model loads without CORS errors and textures appear.
  • Ensure controls work with mouse, touch, and keyboard.
  • Validate performance: measure FPS in DevTools and ensure target 30-60 fps.
  • Accessibility: verify content is reachable via keyboard and that reduced motion is honored.

Use Lighthouse in Chrome DevTools for performance and accessibility recommendations. Create a small quality assurance matrix listing device, browser, and pass/fail status for rendering, interaction, and load time.

Common Mistakes

  1. Loading large raw assets: export optimized glTF and compress textures to avoid slow loads.
  2. Assuming all devices handle high pixel ratios: clamp devicePixelRatio for mobile to avoid overheating and battery drain.
  3. Relying only on visual 3D for critical actions: always provide HTML controls and alternative content for accessibility and SEO.
  4. Not testing network variation: simulate slow 3G in DevTools and lazy-load heavy assets to avoid blocking initial content.

Avoid these by monitoring file sizes, implementing fallbacks, and testing on real hardware.

FAQ

Do I Need to Learn Webgl to Use Three.js?

No. js abstracts WebGL for you. Basic scenes can be built with minimal WebGL knowledge, though understanding core WebGL concepts helps for advanced effects.

Which 3D Model Format Should I Use?

Use glTF or GLB for web delivery. js loaders.

Will 3D Hurt My SEO or Performance?

Poorly implemented 3D can slow pages and affect SEO. Provide fast fallbacks, optimize assets, use server side rendering for textual content, and keep critical HTML accessible.

How Do I Support Mobile Devices?

Optimize models, reduce texture sizes, clamp renderer pixel ratio, and test on real devices. Consider low-detail versions and disable heavy effects on older phones.

Can I Animate Models and Sync with UI?

glTF supports animations. js AnimationMixer to play and control animations and synchronize with HTML UI events like buttons or sliders.

Is There a Simple Way to Convert Assets From Blender?

Export directly to glTF 2.0 (glb) from Blender. For further optimization, use tools like gltf-pipeline, gltfpack, or Blender exporters with Draco compression.

Next Steps

After you complete this guide, expand by creating an interactive product viewer with multiple materials, lighting presets, and a purchase UI. Experiment with advanced materials, post processing effects like bloom, and server-side asset hosting with CDN for faster global delivery. Consider learning shader basics and integrating analytics to measure engagement with 3D elements and iterate based on user behavior.

Further Reading

Ryan

About the author

Ryan — Web Development Expert

Ryan helps beginners and professionals build amazing websites through step-by-step tutorials, code examples, and best practices.

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