20 live workflows

AI 3D workflows for game studios

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.

Every 3D workflow exports GLB with PBR materials, retopologized to the budget you set.

The catalog

Filter by what you already have. Every workflow is a graph you can open, run and claim.

All 20 workflows, newest capabilities last.

Game-ready mesh

Text prompt to in-game 3D asset in 5 minutes

From plain-language prompt to moderated, optimized, engine-ready GLB.

From Text prompt · 5–10 min
Greybox set

Generate 3D game assets with AI

Prototype in hours, not weeks — blockout-to-beauty passes at iteration speed.

From Text prompt · ~4 min
Game-ready mesh

The AI 3D asset pipeline for game production

Close the content gap before the milestone build is due.

From Existing mesh · 2–4 min
Concept art

AI for game art: test 10 art directions in one day

Same scene, ten looks, one afternoon.

From Concept art · 30–60 sec
Concept art

Consistent art style across AI-generated game assets

Memory Core keeps every generation on your art direction.

From Concept art · 10–30 sec
Modular kit

Image to 3D assets for Unity

One reference photo becomes a modular, snappable environment kit.

From Photo · 2–3.5 min
Environment draft

AI 3D environment generator

Moodboards in, explorable environment draft out.

From Moodboard · 50–70 sec
Game-ready mesh

Sketch to 3D model with AI

Straight from the art team’s pencil to an engine-ready draft.

From Sketch · 45–90 sec
Prop set

AI 3D prop generator: bulk sets from one image

One hero prop, a full set of variations.

From Concept art · 1.5–2.5 min
Game-ready mesh

AI 3D assets for Roblox

Budget-conscious meshes for the UGC pipeline.

From Text prompt · 1.5–3 min
Modular kit

AI assets for UEFN (Fortnite Creative)

Kit-level environment assets for creator islands.

From Text prompt · 2–5 min
Game-ready mesh

GLB asset pipeline for WebGL and casual games

Small, fast, universal — the web-native pipeline.

From Text prompt · 1–2.5 min
Game-ready mesh

2D concept art to 3D game asset

Multi-view reconstruction turns one image into a textured, engine-ready mesh.

From Concept art · 1–3 min
Rigged character

Character image to rigged, animated 3D character

One image in, a skinned, animated rig out — held items detected and removed automatically.

From Concept art · 2–4 min
Concept art

Game design document to concept art and poster

Upload the GDD, get establishing art, a title cover and a box-art poster back.

From Design document · 45–90 sec
PBR material

AI PBR material generator

A reference image plus a text brief becomes a full seamless PBR texture set.

From Photo · 25–45 sec
Game-ready mesh

Game design document to 3D asset

Name an asset, and Atlas builds it in your game’s exact style — straight from the GDD.

From Design document · 45–90 sec
PBR material

Retexture a 3D model with AI

Feed in a mesh and a style reference — get the same shape back in a new material.

From Existing mesh · 1.5–3 min
UI icons

AI game icon generator

One request against your GDD’s style guide, four consistent icons out.

From Design document · 45–75 sec
Game-ready mesh

Photo to 3D game asset

A rough phone photo becomes a clean, textured game asset.

From Photo · 45–90 sec

What every workflow returns

The same output contract across the catalog, so a workflow's result is predictable before you run it.

Format
GLB with the PBR materials embedded on the mesh. FBX where the target platform expects it, as on the UEFN kit. Workflows that stop at 2D return standard image files.
Maps
Base color, roughness, metallic and normal, plus height and ambient occlusion where the workflow bakes them. UVs are unwrapped as part of the run, not afterwards.
Geometry
Retopologized and decimated to a triangle budget you set. Typical targets: mobile around 5k tris with 1K textures, console around 20k with 2K, PC around 50k with 2K.
LODs
Generated where the workflow builds them — roughly 5k / 3k / 1k triangles on the WebGL pipeline, 20,000 / 7,500 / 2,500 faces on the UEFN kit.
Rigs
The character workflows return a humanoid skeleton with skinning weights and basic animation clips, in the same GLB as the mesh.
Engines
Unity, Unreal Engine 5, Godot, Roblox Studio, UEFN, and WebGL frameworks such as Three.js, Babylon.js and PlayCanvas. GLB also opens in Blender, Maya, 3ds Max and Cinema 4D.
Scope
Built for prototyping, art-direction iteration and player-driven content, where good enough fast beats perfect slow. Assets from Atlas have shipped in games; nothing here claims to skip a polish pass.

A workflow is not a one-shot generator

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
Memory Core holds style, specs and rules across runs
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 110 models, 98 of them enterprise-ready. See the model library →

It has become my new favorite tool and I am using it every day.
Tom Frencel, CEO, LittleGuyGames

Common questions

What is an AI 3D workflow?
A node graph that chains several models into one repeatable pipeline: a language model writes the generation prompt, an image model renders the concept, a reconstruction model builds the mesh, and optimization nodes retopologize it to your polygon budget. You run the whole chain instead of prompting each model by hand, and the graph produces the same result the next time you run it.
What file formats do the workflows export?
GLB for the 3D workflows, with materials embedded on the mesh. The UEFN kit exports FBX, scaled to the 512cm grid with a bottom-center pivot. The 2D workflows — concept art, posters, icons, PBR material sets — return standard image files.
Which engines do the outputs drop into?
Unity, Unreal Engine 5, Godot, Roblox Studio, UEFN, and WebGL frameworks such as Three.js, Babylon.js and PlayCanvas. GLB also opens in Blender, Maya, 3ds Max and Cinema 4D for kitbashing. Each workflow page lists what its own output was built and tested against.
Are the assets production-final?
Atlas is built for prototyping speed, art-direction iteration and player-driven content, where good enough fast beats perfect slow. Assets generated on Atlas have shipped in games, and most studios ship a production asset within their first week — but a hero asset still gets an artist pass, and the workflow pages say so where it matters.
Can I change a workflow, or only run it?
Every workflow on this page is a graph you can claim into your own workspace. Rewire the nodes, swap a model on any node, change a system prompt, add a governance gate, then group the result and publish it as a versioned API your own tools call.
Which models do the workflows run on?
The library holds 110 models across text, image, 3D, video and audio, 98 of them enterprise-ready. Every model is on every paid tier — plans differ in credits, integrations, controls and security, never in model access. Models flagged IP-risk stay off enterprise tenants by default.
What does running a workflow cost?
Workflows draw on credits from one pooled studio budget rather than a per-seat licence, so the whole team can run them. Current plans and credit allowances are on the pricing page.

Every workflow, one canvas

Each of these runs as a node graph you can claim, rewire and make yours. Free to start — your models, your direction, your pipeline.