[COFOUNDER / TECHNICAL PARTNER] 3D Car Customization Platform (Three.js / WebGL) Located in SF/Bay Area

Hi everyone,

I’m building a 3D car customization platform that allows users to visualize real aftermarket parts (wheels, spoilers, etc.) on their exact car model before purchasing.

We currently have a working prototype (https://autoimaginellcprototype.replit.app) and are preparing to scale the project properly. I’m looking for a strong Three.js / WebGL developer interested in becoming a technical co-founder or long-term technical partner.

Ideal experience:
• Strong Three.js and WebGL fundamentals
• GLTF / 3D asset optimization
• Performance optimization for web
• Interest in scalable architecture (web → app)

This is a serious long-term project. We’re planning to scale toward 200+ models over time.

Equity-based partnership ONLY. Please keep in mind, you will potentially be working with me, not for me.

Remote is fine.

If interested, please DM me with experience and portfolio.

Looking forward to connecting.

Instagram @ autoimagine

Email autoimaginellc@gmail.com

Hi,

As I’m a Senior WebGL Developer, I have about 12 years of WebGL experience.

I’m very interested in this position and I’m looking forward to hear from you to discuss in details.

These are the projects that I have worked before.

Please feel free to email to jacobhamelag@gmail.com or call to my phone +1 ‪(765) 233-6309‬.

Best,
Jacob

This sounds like a really exciting project, and I’d love to connect. I’ve actually built a very similar system with some partners — it’s called 3DCAL, and it’s the first practical application of STICKERSTOKE’s vector-based technology with a 3d vehicle Customization. The platform allows riders to design custom protective decals using true-to-scale 3D models, with no need for complex graphic editing software. Built on the STICKERSTOKE infrastructure, 3DCAL delivers instant 3D mockups, seamless brand integrations, and even supports artist collaborations and charity initiatives. On top of that, we handle full-service printing and worldwide shipping — so it’s truly an end-to-end solution. The parallels between what you’re building with aftermarket car parts and what we’ve done with custom decals are striking, and I think there’s a lot of potential synergy. Would love to share more and see if there’s a fit.

Hi, this sounds interesting.

I work heavily with Three.js, WebGL and interactive 3D systems. I’ve been building real-time 3D applications including simulations, visualization tools, and browser based engines. Your idea about visualizing aftermarket parts on exact car models before purchase is a solid use case for WebGL.

You can check some of my work here:
https://theneoverse.web.app

Services and areas I work on:
https://theneoverse.web.app/#services

Demo:
https://theneoverse.web.app/#threeviewer&&load=0

I’m comfortable with Three.js pipelines, GLTF workflows, asset optimization, and building scalable browser based 3D platforms. Open to discussing the project and seeing where I could contribute.

Feel free to DM me if you want to talk more about the architecture and roadmap.

Hey — appreciate you sharing this.

I checked out the demo and it’s solid. Quick question — in larger-scale projects you’ve worked on, how did you handle asset preprocessing and memory constraints when scenes started growing?

Curious what your approach was in practice.

Appreciate you checking it out.

When scenes started getting bigger I handled it mostly through asset management and controlling what stays in memory. I used a mix of techniques like dynamic LOD with metis to split geometry and stream different levels depending on distance so the GPU and memory load stay reasonable.

I also keep assets modular and load things progressively instead of loading everything at once. For larger environments I split the world into chunks and unload areas as the player moves away.

Here are a few examples where I used different approaches.

Game development (LOD only)
https://theneoverse.web.app/#threeviewer&&redrock-ridge

Open world (Dynamic Assets)
https://theneoverse.web.app/#threeviewer&&crateria

Skybox method (Dynamic Background)
https://theneoverse.web.app/#serini&&serini

Each one uses a slightly different strategy depending on the scale of the scene.

This is cool, I like the chunking approach.

For something more contained like a car configurator (1 vehicle + modular parts), would you still approach it primarily through LOD + streaming, or would you focus more on strict asset preprocessing and draw call control upfront?

Just curious how you’d adapt your strategy to something less open-world and more modular.

For something like a car configurator I’d lean more toward strict asset preprocessing and keeping the draw calls low rather than heavy LOD + streaming.

For efficient loading I would preprocess the car model into a low poly mesh and keep draw calls to a minimum by merging model parts where possible. That way it loads fast and the renderer has less work to do. I would also bake the textures and lighting into the model so it doesn’t rely much on real time lights.

That approach keeps the scene lightweight and makes it easier to run on low spec devices while still looking good.

Parts explorer
https://theneoverse.web.app/#threeviewer&&controller

Vehicle explorer
https://theneoverse.web.app/#threeviewer&&load=4?gtr/