3D Studio
The AI 3D model generator that finishes the job
Most generators hand you a mesh and stop. This one rebuilds the topology, lays out the UVs, paints the materials and rigs the character — in the same place, on the same model.
Free to start. No card.
In the studio
- Text to 3D
- Image to 3D
- Multi-view to 3D
- Retopology
- AI Texturing
- AI Rigging
- AI Segmentation
- Format conversion
Three ways in
All three end in the same reconstruction step, so none produces a fundamentally better mesh. What differs is how much say you have over the shape that gets reconstructed.
Text to 3D
Describe an object and get a mesh. A prompt becomes a reference image and the image becomes geometry, which is why wording that changes the picture changes the model.
Best for: Concepting, variations, filling a scene
Image to 3D
One picture, one mesh. The most predictable route, because you choose the silhouette instead of asking a model to invent one first.
Best for: A specific object you can already see
Multi-view to 3D
Three named view slots alongside the primary image, so the far side of the object is observed rather than guessed. A back view is the single most valuable one to add.
Best for: Anything that will be seen from behind
What happens after the mesh
This is the half that decides whether an asset ships, and the half a generator usually leaves to you. Every one of these runs on a model you generated here or one you uploaded yourself.
- RetopologyReconstruction produces dense, irregular triangles. Rebuild at a polygon budget you choose, in quads or triangles.
- AI texturingRepaint a surface from a description or a reference. Previewed as a picture you approve before it touches the mesh.
- PBR channelsNormal, roughness, metalness, emissive and ambient occlusion, generated at the source texture’s own dimensions.
- AI riggingA humanoid skeleton, with a pre-flight check that tells you why a model cannot be rigged before anything is spent.
- SegmentationOne mesh becomes its parts — a chair into seat, back and legs — each exportable on its own.
Four engines, one button
Reconstruction quality varies far more by subject than by engine, so a shape that defeats one is often handled cleanly by another. Switching is a dropdown, not a different workflow.
Zetta N1
The only engine that takes a bare prompt or a sketch. Text, one image or four reference views, with low-poly and untextured modes. On every plan, including free.
Zetta N2.5
The widest option set: quads on any base, a mesh returned in editable parts, an Ultra geometry band and hand-crafted low-poly rather than decimated.
Zetta Np1
Low-poly all the way down — every mesh within a budget you name — and the only engine here that writes 8K textures.
Zetta R1
Makes no meshes. Rebuilds the topology of one you already have, to an exact polygon count rather than a band.
Who it is for
eCommerce
Product photos in. A model that loads in a browser out.
Games & Simulations
Clean quad topology and a rig, ready to drop into your engine.
AR & VR
Low-poly meshes with PBR textures, light enough for a headset.
3D Printing
Export STL, or split one model into the parts you need to print.
What it cannot do
- Hit exact dimensions. Reconstruction infers shape from appearance, and appearance does not carry measurements — anything that must mate with another part is a modelling job.
- Produce production topology directly. Every generated mesh is a reconstruction; retopology is expected rather than exceptional.
- Animate. Rigging produces a skeleton and skin weights for seven kinds of body — motion comes from your own library or tooling.
- Model interiors that were never there. Segmentation divides a surface; it does not invent what was behind it.
- Handle glass, chrome or thin structures well. What the camera recorded is not the surface.
We would rather you knew this before your first generation than after your fifth.
Start free. Keep everything you make.
Everything here is on the free plan. No card required.
- Commercial use of everything you make, on any plan
- Zetta N1, from a prompt or a single image
- Every finishing tool — retopology, texturing, segmentation and rigging