Workflow

2D concept art to 3D game asset

Atlas takes a single 2D concept image, builds a consistent 4-angle turnaround, and reconstructs it into a watertight, textured 3D mesh — retopologized to a game-ready poly count, with PBR maps baked in and GLB export.

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Five stages, one image to mesh

01A single concept render of an armored owl creature, the source image for the turnaround

Turnaround generation

Atlas generates a consistent 4-angle orthographic turnaround (front, right, back, left) from your source image, keeping the subject on a neutral background.

02The armored owl split into four individual orthographic views: front, right, back and left

View extraction

The turnaround sheet is automatically segmented into the four individual angle images.

03

Multi-view 3D reconstruction

The four angles feed a multi-view reconstruction engine that builds a detailed, watertight high-poly mesh with PBR textures.

04

Retopology

The high-poly mesh is retopologized and decimated to a clean, game-ready polygon count with proper UV mapping.

05

Texture bake & normalize

Surface detail bakes down from high-poly to low-poly as base color, roughness, metallic and normal maps; scale, origin and front axis are set automatically.

Where the time goes

Stage
Manual
Atlas
Turnaround sheet & view extraction
1–2 days
10–25 seconds
Multi-view 3D reconstruction
6–12 hours
30–60 seconds
Remeshing & UV unwrapping
2–4 hours
15–30 seconds
Texture & normal baking
2–8 hours
10–20 seconds
Total time, image to mesh
3–5 days
1–3 minutes

Common questions

What does this workflow output?
A game-ready 3D mesh (GLB) with full PBR materials — base color, roughness, metallic, normal, and optional AO — plus the intermediate 4-view turnaround sheet.
How long does it take?
1 to 3 minutes end to end: 5–15 seconds for the turnaround sheet, 5–10 seconds to split it into views, 30–60 seconds for multi-view reconstruction, 15–30 seconds for remeshing and UV unwrapping, and 10–20 seconds to bake textures and normals. Heavier reconstruction backends push the middle stage to 2–4 minutes.
Can I control the art style?
Yes. The source image sets the core aesthetic, and a style prompt can push it further — stylized, low-poly, anime, photorealistic, and more.
Which engines are supported?
GLB drops into Unity, UE5, Godot, Roblox, and WebGL.

Related workflows

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