Describe the asset you need and export a game-ready, textured mesh — built for engine and AR/VR pipelines, no CAD experience required.
Describe the asset — materials, proportions, style — and ModelGenerator's text to 3D model generator builds the geometry and PBR textures for you. Export GLB straight into your engine or viewer, no manual retopology or UV pass required.

Draft, Standard, Pro, and Ultra map to how far downstream the asset is heading — Draft for a same-day blockout, Ultra for a hero asset headed to a close-up render. Switch density any time without rewriting your spec.

Every generation ships with PBR materials and exports directly to GLB — no separate texturing pass, no format conversion before it lands in your engine's import pipeline.

A specific spec gets you closer to a usable asset on the first pass — a scratched metal ammo crate gives ModelGenerator more to work with than "a box." Vague specs leave more for the AI to guess.

The same three steps whether you're blocking out a level prop or prepping a hero asset.
Describe the object, its materials, and its style in up to 1,024 characters.
Draft, Standard, Pro, or Ultra, depending on where the asset is headed.
Drop the finished mesh into Unity, Unreal Engine, Blender, or any glTF-compatible pipeline.

ModelGenerator doesn't replace a 3D artist's judgment on a hero asset — it replaces the blank-scene starting point for everything that doesn't need one. Use it to get a first-pass mesh into the engine before deciding what needs a hand-tuned pass.
ModelGenerator text to 3D | Commissioning a 3D artist | |
|---|---|---|
| Time to a first usable mesh | 10–120 seconds | Days to weeks |
| 3D software required to start | ||
| Texturing | Automatic PBR materials | Separate texture/UV pass |
| Starting point | A written spec | A creative brief |
| Best for | Blockouts & quick iteration | Hand-tuned hero assets |
| Output | GLB + preview image | Varies by artist/software |
A text to 3D pipeline earns its place when it saves real production time — here's where that shows up. The same pipeline, four different reasons to reach for it.
Block out props and set dressing from a spec before committing to a hand-modeled asset — useful for greyboxing a level fast.
Generate lightweight, textured objects for a prototype scene without waiting on a dedicated 3D artist's schedule.
Turn a written spec into a rough 3D form to review proportions before a CAD pass, while dimensions are still flexible.
Fill out a prop list without a 3D art budget — describe what the scene needs and export straight into the engine.
