An Atlas workflow is a node graph that turns what your team already has — a prompt, a concept render, a photo, a sketch, a design document or an existing mesh — into an engine-ready asset. All 20 run live on this site: open one, run it, rewire the nodes, publish it as an API.
Filter by what you already have. Every workflow is a graph you can open, run and claim.
All 20 workflows, newest capabilities last.
From plain-language prompt to moderated, optimized, engine-ready GLB.
Greybox setPrototype in hours, not weeks — blockout-to-beauty passes at iteration speed.
Game-ready meshClose the content gap before the milestone build is due.
Concept artSame scene, ten looks, one afternoon.
Concept artYour art direction, held across the whole catalog.
Modular kitOne reference photo becomes a modular, snappable environment kit.
Environment draftMoodboards in, explorable environment draft out.
Game-ready meshStraight from the art team’s pencil to an engine-ready draft.
Prop setOne hero prop, a full set of variations.
Game-ready meshBudget-conscious meshes for the UGC pipeline.
Modular kitKit-level environment assets for creator islands.
Game-ready meshSmall, fast, universal — the web-native pipeline.
Game-ready meshMulti-view reconstruction turns one image into a textured, engine-ready mesh.
Rigged characterOne image in, a skinned, animated rig out — held items detected and removed automatically.
Concept artUpload the GDD, get establishing art, a title cover and a box-art poster back.
PBR materialA reference image plus a text brief becomes a full seamless PBR texture set.
Game-ready meshName an asset, and Atlas builds it in your game’s exact style — straight from the GDD.
PBR materialFeed in a mesh and a style reference — get the same shape back in a new material.
UI iconsOne request against your GDD’s style guide, four consistent icons out.
Game-ready meshA rough phone photo becomes a clean, textured game asset.
The same output contract across the catalog, so a workflow's result is predictable before you run it.
Stage by stage: the AI 3D asset pipeline, explained · AI retopology for game assets
What you get from a graph that you cannot get from a single prompt.
| One-shot generator | Atlas workflow | |
|---|---|---|
| Repeatability | Re-prompt and hope | Same graph, same settings, same result |
| Art direction | Styled per prompt | Style, specs and rules live in the graph, not in the prompt |
| Output budget | Whatever the model emits | Retopologized and decimated to the budget you set |
| Handoff | A preview mesh | GLB with UVs and PBR maps, engine-ready |
| Provenance | None | Every asset carries a verifiable history into the engine |
| Reuse | Copy the prompt around | Publish the graph as a versioned API |
Every graph draws on the same library of 126 models, 109 of them enterprise-ready. See the model library →
It has become my new favorite tool and I am using it every day.
Each of these runs as a node graph you can claim, rewire and make yours. Free to start — your models, your direction, your pipeline.