looking for someone who can do something similar to this link.
This allows the user to upload image they find online or image generated through AI. This will be mapped onto the 3d jersey models and will allow the users to further change the colours, remove logos and etc via prompt. They can also insert their own team logos and text to further add in what they need.
All these will eventually be converted to production ready file to be send for printing.
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Thereβs a few parts to building a configurator something like thisβ¦
Building the tech (usually some combination of fabricjs and threejs for the placement/interaction..)
And the artwork assets⦠(3d modelled clothing with UV maps that are organized and consistent across models.
Use the search function above ^ and search for β3d clothing configuratorβ and read some of the many many existing threads on here on the topic. ( Or have your LLM do it
and summarize the technical constraints/issues )
Hereβs the link: Search results for '3d clothing configurator' - three.js forum
In short.. Itβs a large topic, harder than it looks, and might require a cross disciplinary programmer/artist unicorn, or a small team.
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Hi, thanks for sharing the details. This sounds like an interesting AI-powered 3D customization platform.
From my understanding, the goal is to allow users to upload or generate designs, apply them onto 3D jersey models, customize elements such as colours, logos, and text through prompts, and finally export production-ready files for manufacturing.
I have experience building AI-driven applications and full-stack systems, including integrating AI models, developing user interfaces, backend services, and handling complex workflows. For a solution like this, I would approach it by combining image generation/editing capabilities, prompt-based customization, 3D texture mapping, and a backend pipeline to prepare print-ready assets.
Iβd be interested in discussing the project further, including the expected user experience, preferred technologies, 3D model requirements, AI capabilities, and the production file formats needed.
Could you share more details about the current stage of the project and your expectations for the first version?
Hi Hhoonngg, πππππ
πππ an πππππππππππ 3D ππππππππππππ like the one in your video comes down to texture control first.
The user needs to see the jersey update cleanly as they upload an image, change colours, or remove a logo through a prompt.
My approach would start with a base jersey model and a clean πΌπ½ πππππππ template, so any uploaded image maps predictably.
After that, I would add a πππππ.ππ viewer for 3D preview and a ππππππ.ππ overlay for placing team logos and text.
The prompt layer for π¨π° πππππ ππππππππππ and colour removal would sit on a separate texture pass, so edits never break the base design.
Then everything can be flattened into a ππππ
ππππππ-ππππ
π file for printing.
Do you already have 3D jersey models with UVs, or should the first deliverable include preparing those base assets?
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This is a genuinely interesting 3D configurator problem, and itβs close to what Iβve already built.
My recent project is dsign4you ( Teamwear Designer 3D ), a production sportswear configurator where users add shapes, text, and images to an apparel pattern and the design is saved as a production-ready SVG vector file, using a fabric.js 2D canvas as the texture layer mapped onto a Three.js 3D model.
That architecture a 2D canvas driving a 3D preview while simultaneously building the print-ready output is exactly what your requirements need, and itβs the piece most implementations get wrong by treating the 3D preview and the production file as separate systems rather than two views of the same underlying design data.
For your image upload and AI-generated artwork flow, Iβd map the uploaded image onto the 3D jersey model as a texture, then handle the prompt-based edits (color changes, logo removal) as operations on the design layer, so every change stays reflected in both the live 3D preview and the exportable file.
The logo and text insertion would work the same way, as vector layers the user can position and edit, which keeps everything print-quality rather than rasterized. The critical requirement converting to a production-ready print file is where my dsign4you experience is most directly relevant, since generating clean, correctly-scaled SVG or vector output suitable for sublimation printing is a specific challenge Iβve solved rather than something Iβd be figuring out.
Iβd build it so the 3D interaction feels smooth and intuitive while the production file is being constructed accurately in the background, which is what separates a fun demo from something a printer can actually use.
Happy to chat whenever works for you about your printing workflow and what format your production files need to be in.
Thank you.
https://demo.270degrees.nl/public/shirtdesigner/
Upload images and move, scale, rotate, directly on the 3d garment
Hi! This sounds like a fun scope, real-time texture/logo mapping on a 3D garment is close to what I built for a 3D product viewer (https://vcgi.mcube.fr/), where I handle dynamic texture application on 3D models in the browser with Three.js. I havenβt used Fabric.js specifically for the 2D layer, but itβs a straightforward addition alongside Three.js/WebGL, I work daily with GSAP, R3F and Next.js for interactive product experiences.
Happy to put together a quick prototype (image-to-texture mapping on a basic jersey mesh) so you can see the approach before committing to scope/budget, thatβs usually the fastest way to de-risk a project like this.
More of my interactive/3D work here: https://valentingassend.com/. Feel free to DM or reach me at contact@valentingassend.com.
Best,
Valentin Gassend