Features
Everything the platform does, one page each — what you get, how it runs, and what it cannot do. 19 features.
Models
The engines underneath — what each one is built for.
Zetta N1Our original neural model, and the only one that takes a bare prompt or a sketch. Text, a single image or four reference views become a mesh — on every plan, including the free one.Zetta N2.5The widest surface of any engine here: quads on any base, a mesh that comes back in editable parts, an Ultra geometry band and a low-poly mode that is hand-crafted rather than decimated.Zetta Np1Not a smaller N2.5. Every mesh this engine builds is a low-polygon one, and it is the only engine here that writes 8K textures — a combination that suits a small model carrying a lot of surface detail.Zetta Np1.5The P line’s second engine. Everything Np1 does, plus the one thing it cannot: a mesh that comes back as four-sided polygons, ready to edit rather than ready to redo.Zetta R1R1 makes no meshes. It rebuilds the topology of one you already have, to an exact polygon count you name — which is a different job from generating, and the reason it is a separate engine rather than a setting.
Generation
Getting from an idea, a photo or a set of views to a mesh.
Text to 3DA sentence becomes a reference image, and the image becomes geometry. The fastest way from an idea to something you can rotate.Image to 3DThe most predictable route into 3D. You choose the silhouette instead of asking a model to invent one.Multi-view to 3DFront, left, back and right. A single-image reconstruction infers everything the camera could not see; supplying the other sides converts the largest guessed region into an observed one.
Refinement
Turning a generated mesh into something you can ship.
RetopologyReconstruction produces dense, irregular triangles. Retopology keeps the silhouette and rebuilds the mesh — either at a detail level you pick, or at an exact polygon count you name.AI SegmentationSplit a model into separate named pieces — a chair into seat, back and legs. Either cut the mesh you have, or rebuild it as it splits when the source is rough.AI TexturingChange a surface without touching the shape — previewed as a picture before a single credit goes on the mesh, and written at 2K, HD or 8K depending on how close anyone will get.PBR ChannelsGenerate normal, roughness, metalness, emissive and ambient occlusion from a model’s base colour — each at the source texture’s own dimensions, so it lines up pixel for pixel.AI RiggingBones and skin weights for humanoids, quadrupeds, birds, snakes, fish, insects and spiders — written with Mixamo bone names if you want them, and exported as GLB or FBX.Asset TaggingTags generated from what the model looks like, from a controlled vocabulary — so “vehicle” always means vehicle and a filter finds every one of them.
Platform
Bringing your own work in, and driving all of it from code.
Bring Your Own ModelUpload a GLB and it becomes an ordinary library model — retopology, texturing, rigging, segmentation, tagging and conversion all run on it. Nothing was generated, so nothing is charged for the upload.Format ConversionglTF, FBX, USDZ, OBJ, STL and 3MF, converted from any model in your library — without a round trip through a DCC application to change a container.Background RemovalA cluttered background is the most common cause of a bad reconstruction. Cutting the subject out before it is submitted costs almost nothing and changes the result more than any other setting.Image StudioGenerate, edit and compose images in the same product that turns them into meshes — so a reference you are happy with is one click from a generation instead of one export away.Library & SharingOne library across the studio, the agent and My Generations — searched by id, title and tag at once, filtered by what made it, and shareable as a link anyone can open.