Game-Ready 3D Assets From Text or Image
Generate props, creatures and set dressing at a face budget you choose, export GLB into Unity or Unreal, and spend your art time on the assets the player actually looks at.
Frequently Asked Questions
Which format do game engines want?
GLB. Geometry, PBR materials and textures arrive in one file with no side-car assets to lose, and Unity, Unreal, three.js and Babylon.js all import it natively.
Are generated assets rigged?
No. Generation stops at geometry, UVs and textures. Rigging, skinning and animation are done in your DCC tool, which is why quad output with clean edge loops matters for characters.
How do I control the triangle count?
Use the low-poly style preset with Speed mode for a first pass, check the triangle count in the properties panel, then decimate in the STL editor or your DCC tool if you need a hard ceiling. Re-rolling does not give you a specific number.
Can I use these assets commercially?
Every paid plan includes a commercial licence and you keep ownership of what you generate. Confirm that any reference image or concept art you upload is yours to use.
Do the textures match my project's art style?
Not automatically. Generated textures are a starting point: the four PBR maps give you base colour, normal, roughness and metalness, which you can restyle or replace. The maps are most useful when you need a plausible material rather than a specific one.
What about level-of-detail chains?
Keep the full-resolution generation in your assets and derive LODs downward with a decimation tool. Generating each LOD separately would waste credits and risk silhouettes that no longer match.