Create a 3D model

Last updated: October 12, 2026

Generate a textured 3D model from a written description or from an image, at the face count and topology your game needs. Use it for props, characters and set dressing you would otherwise block out or model by hand.

Before you start

  • Open the session you want the model in. Results land on that session's board.
  • To build from concept art, have the image ready on the board, in your library or on your computer. A clean image gives a better mesh than a description: the subject alone on a plain background, lit evenly, with no cast shadows.
  • Each run costs Creative Units. The cost shows on the Create 3D model button before you run, and depends on the model and its settings. See Creative Units.

Steps

  1. In the side panel to the right of the board, under Tools, click Create mesh. The 3D form opens in the panel. To build from an image instead, add it to the source image slot at the top of the form (some models take front, left, back and right views), or open an image on the board and choose Turn into 3D model.

  2. Click the model name at the top of the form and pick a model. The settings below depend on the model: not every model offers a face limit or quads, so pick one that has the controls you need.

  3. Describe the object by its shape: the silhouette, the parts and how they join, the materials and the level of detail. For example: Stylised fantasy treasure chest game prop: dark oak planks, wrought-iron bands and corner brackets, a gold lock plate on the front, closed domed lid. Symmetric, sharp edges, one solid closed mesh. Lighting, mood and camera do nothing for a mesh; leave them out.

  4. Set Face limit to the polygon budget the model has in your game. Type a number in the box beside the slider, or drag the slider.

  5. Choose the topology. Leave Quads off for triangles, which suit a static prop that ships as it is. Turn it on for quad topology when the model will be sculpted, subdivided or deformed later. Check Generate textures and PBR materials too: with textures off you get bare geometry, and PBR adds the maps a lit engine scene needs.

  6. Click Create 3D model. A tile appears on the board and shows its progress; you can keep working while the model builds.

  7. When the model lands, click View on its tile to open it in the 3D viewer. Drag to turn it around and scroll to zoom. To check the topology, set Material to Solid and turn on Wireframe under 3D controls. The details panel on the left lists its Faces.

Result

The model lands on the session's board and in your library as a GLB, with its textures embedded. Some models also deliver FBX, OBJ or a Blender file beside it, which you download from the viewer's Export section. To take it into an engine, see Download and export your assets.

Settings

Each model shows only the settings it supports. The common ones:

Face limit

The most faces the model may have. Lower is lighter in the engine but loses detail; set it for where the asset will be seen, not as high as it goes.

Quads

Quad topology instead of triangles. A quad mesh is easier to edit, subdivide and deform. With Quads on, some models allow a narrower face limit range.

Low poly

A much simpler mesh for stylised or real-time use. It caps the face limit lower.

Generate textures and PBR materials

Generate textures paints colour onto the mesh; off, you get untextured geometry. PBR materials adds metalness, roughness and normal maps so the model reacts to light in a game engine.

Pose

Under Advanced on models that offer it: build a character in an A-pose or T-pose, the rest pose a rig expects. See Rig and animate a 3D character.

Production tips

  • Approve a still first. An image run is cheaper than a 3D run. Settle the design as an image (front or three-quarter view, plain background, even light), then choose Turn into 3D model. The mesh inherits its silhouette and surface detail from that image.
  • Set the budget at generation. Decide the face limit for the platform before you run. If a model comes back too heavy, open it and use Remesh to rebuild it at a lower face count, rather than generating it again.
  • Plan for what generated meshes do badly. Closed, symmetric forms come out well. Chains, straps, thin blades, hair and loose cloth tend to fuse or break; model those separately, or generate the part as its own mesh and attach it in your DCC.
  • Compare models on the same brief. Models differ in shape fidelity, texture quality and topology. Run the same image through two or three and keep the best; our prompting guides for each 3D model say what each does well.
  • Characters you will animate: build them in an A-pose with empty hands and fitted clothes, so the rig has limbs to separate.
  • Batch it. For a set of props in one style, build the pipeline (image, then 3D, then remesh) as a workflow, so the whole set is made with the same settings.

If something goes wrong

  • The model looks blobby or loses detail. Raise Face limit, turn on Ultra detail where the model offers it, or start from a cleaner image. Shadows in the source image read as geometry.
  • Face limit or Quads is greyed out. On some models both depend on Remesh; turn it on under Advanced. Other models do not offer them at all; pick another model.
  • The back of the model is wrong. A single front view leaves the back to guesswork. Use a model whose form has Left view, Back view and Right view slots and add those views.
  • The generation failed. The tile on the board shows the failure. Run it again; if it fails again, simplify the prompt or change the model. See Fix a failed or stuck generation.

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