I will build a walkable 3d virtual art gallery website with three js

K
kadir_yigit
K
kadir_yigit
Kadir Yigit

About this gig

On most artist and gallery websites the work arrives as a grid of small squares. A two metre canvas and a study that fits in your hand come out the same size on the screen, and only a line of small type tells them apart.


I build the other thing. A room you walk through in your browser, where every piece hangs at the size it really is. The large one is across the room before you reach it. The small one is something you walk up to.


It opens from an ordinary link. No app, no plugin, no headset. It walks on a phone as well.


WHAT YOU GET

A three dimensional hall built with three js, on its own address. Title, medium and measurements on the wall beside each work. A room of its own for each artist or each series. Every image converted to three widths so the page stays light on a slow connection.


HOW IT GOES

You send the list of works and the photographs. I build the hall. Before it goes live you walk through it and tell me what to change: wall colour, lighting, the order of the works, how many hang on one wall.


The video above is a real hall, five painters and forty works, all of it public domain museum scans.

Respect third-party rights

Please be aware that it is against Fiverr's policies for sellers to include themes, templates, or any other elements that infringe third-party rights or applicable laws in the delivered work. Read more about in our Guide to Responsible Digital Creation.

Get to know Kadir Yigit

Kadir Yigit

Interactive 3D Websites and WebGL Developer

  • FromTurkey
  • Member sinceSep 2026
  • Avg. response time1 hour
  • Languages

    Turkish, English
I build interactive 3D websites that run in a browser. No plugin, no app, no headset, and they work on a phone as well as a desktop. Most often: a walkable 3D exhibition room for a gallery, a real time multiplayer 3D space, or a 3D product viewer the customer can turn. Three.js, WebGL, JavaScript. The part most 3D work gets wrong is weight. A scene that stalls on a three year old phone has failed, so I check draw calls and texture memory before I call anything finished. I work written first and reply quickly. My written English is strong, my spoken English is functional but not fluent.

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