Step 2 — Mesh

Image to 3D model generator

Image
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10 credits Generation costs credits and needs a free account.

Preview

Your next creation starts here

Add a reference image to create your 3D model.

Ready when you are

Drop a photo or a generated concept image and get a real 3D mesh back — vertices, faces, UVs, exported as a GLB you can open in Unity, Unreal Engine or Blender straight away. Unlike photogrammetry this needs exactly one picture and no turntable, and unlike most AI 3D generators the output goes through a deliberate low-poly pass, so you get a few thousand clean triangles instead of a million-triangle blob that needs a day of retopology.

How to turn an image into a 3D model

  1. Upload an image of a single object, ideally shot or rendered three-quarter view, evenly lit, with the whole silhouette inside the frame.
  2. Set your polygon target — a few hundred triangles for a stylized mobile prop, a few thousand for a hero asset.
  3. Generate, then download the GLB or continue in the Studio to finish the asset.

Low-poly output, not a scan you have to fix

Most image-to-3D services optimise for the screenshot: dense, photoreal meshes that look impressive in a viewer and are unusable in a real-time engine. Drop one into a game and you are looking at hours of decimation and cleanup before it earns its place in the frame budget.

This generator inverts the priority. Reconstruction happens first, then the mesh is retopologised down towards the triangle count you asked for, keeping the silhouette and the large forms and throwing away the surface noise. What you download is already close to a shippable asset: a watertight, single-object mesh with a sane polygon count and material data ready for the Studio's finishing tools.

The honest limits are worth knowing before you spend credits. Single-image reconstruction infers the back of the object, so a subject with a hidden asymmetric detail will get a plausible guess rather than the truth. Thin structures — wires, chain links, sparse foliage — reconstruct poorly at any polygon count. Transparent and mirror-finish materials confuse the depth estimate. For solid props, characters, vehicles, furniture and architectural pieces it works very well; for a glass bottle behind a fence it does not, and no amount of prompt tuning changes that.

Frequently asked questions

What file do I get back?
A GLB by default — the format Unity, Unreal Engine, Blender, Godot and every browser viewer read directly. From the Studio the same mesh also exports as OBJ, FBX or STL, so a model generated for a game can be sliced and 3D printed instead.
How many polygons will the model have?
Whatever you ask for. You set a triangle target before generating and the mesh is retopologised towards it. The result lands close to the target rather than exactly on it, because the retopology step will not break the silhouette to hit a round number.
Can I use a photo instead of a generated image?
Yes, and photos often work better than illustrations because the depth cues are real. Shoot the object against a plain wall, avoid hard shadows and harsh backlight, and keep the whole object in frame with a little margin around it.
Is the mesh textured?
The mesh step produces geometry with material data in the returned GLB. Use the Studio to adjust density, orientation and export without having to run another provider generation.

Continue in the Studio

A mesh on its own is halfway to an asset. In the Studio the same model goes the rest of the way.

  • Local density and finishing controls for the model you just generated.
  • Reduce, to hit a stricter polygon budget.
  • Pivot and orient, to set the origin and fix Y-up versus Z-up.
  • Export to GLB, OBJ, FBX or STL.
  • Every step kept as a version, so you can retry at another polygon target and keep this mesh.
Continue in Studio