← AI 3D workflows

Generate 3D game assets with AI

Atlas turns a numbered prop list or a GDD excerpt into a batch of greybox 3D meshes — one parallel lane per asset, from text prompt to blockout geometry in minutes.

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One list in, a batch of greybox meshes out

01Atlas canvas input node holding a batch asset list of five sci-fi props extracted from a GDD excerpt

Batch ingestion

Paste a numbered asset list or a GDD excerpt into a single batch input node — Atlas splits it into one lane per item.

02

Parallel prompt engineering

Each lane extracts its assigned item and writes a standardized 3D concept prompt: isolated on a flat neutral background, 3/4 perspective, no floor shadows.

03Four sci-fi prototype props — a cargo container, a barrier, a case and a control terminal — rendered as isolated greyscale concepts

Concurrent concept synthesis

A fast text-to-image node fires for every lane at once, producing clean, silhouette-accurate concept art for each asset.

04Wireframe and shaded greybox meshes of the same four prototype props, ready for engine import

Zero-overhead reconstruction

A fast image-to-3D pass turns every concept into a mesh with PBR textures switched off, for pure greybox blockout geometry.

What is a greybox asset, and when does it become a game asset?

A greybox asset is untextured geometry with the right silhouette and scale, built to test layout, readability and gameplay before anyone spends time on surfaces. It turns into a game asset once it passes five checks: watertight mesh, triangle count inside the platform budget, clean UVs, PBR maps, correct pivot and orientation.

This workflow stops at the first stage on purpose. A greybox pass answers whether a prop reads at gameplay distance and fits the space, and it answers that in minutes. A beauty pass answers whether it looks right, which only pays off for the props that survive the first question. Texturing thirty props when twenty will be cut is how prototyping budgets disappear.

PassWhat it addsWhere it runs
Greybox (this page)Silhouette and scale, one GLB per assetFast image-to-3D, textures off
Beauty passPBR textures on the props that survive reviewQuality image-to-3D node
Retopology to budgetAbout 5k triangles for mobile, 20k console, 50k PCOptimization nodes
RigSkeleton and skin weights, characters onlyCharacter workflows
Engine importGLB drop-in, materials embeddedUnity, Unreal Engine, Godot

The full pipeline, greybox to engine-ready: the AI 3D asset pipeline for game production →

How do you write the asset list so the batch comes out consistent?

One line per asset, same grammar every time: what it is, what it does, what it is made of, and a size class. "Cargo container, sealed, corrugated steel, large" gives the prompt-engineering lane the nouns it needs. "Cool container" gives it nothing. Staging is already handled — each lane writes the same isolated, flat-background, 3/4-view prompt — so your list only has to carry content.

  • Put the style directive on the first line, once. Every lane inherits it.
  • Keep one scale class per batch. Props and architecture in the same list produce concepts that disagree about what counts as large.
  • Name materials, not moods. "Brushed aluminum" reconstructs; "futuristic" does not.

Where does the batch save time, and where does it not?

The saving comes from parallelism and from skipping surfaces. Every lane runs at once, and none of them waits for a texture pass, which is why a list-to-greybox run takes about four minutes instead of an afternoon.

Review time it does not save. Someone still walks the greybox set at gameplay distance and cuts what does not read. That review is the cheapest one in the pipeline — do it here, before anything gets textured.

Atlas empowers me as an artist to prototype game environments from idea to playable level without switching between different platforms…
Hanny Lu, Principal Artist, Directive Games

Where the time goes

StageManualAtlas
Total time, list to greybox set3–4 hours~4 minutes

Common questions

What does the greybox batch output?
Standard GLB mesh files, one per asset — prototype greybox geometry with clean silhouettes, unrigged and untextured, ready to drag into an engine or DCC tool as a blockout.
How long does a batch take?
About 4 minutes for a full batch, since the pipeline runs fast image-to-3D nodes tuned for prototyping speed rather than final texture quality.
Can I control the art style of the batch?
Yes, two ways — prepend a style directive to the batch input ("chunky low-poly sci-fi with bevelled edges"), or edit the system prompts on the LLM nodes to enforce silhouette rules and proportions.
Which engines take the greybox GLBs?
The GLB output drops into Unreal Engine, Unity, Godot, and Blender, Maya, 3ds Max or Cinema 4D for kitbashing.
Can I go from greybox to a textured, engine-ready asset in the same graph?
Yes. The greybox pass runs a fast reconstruction node with PBR textures switched off. For the props that survive layout review, swap in a quality image-to-3D node, switch textures on, and add the optimization nodes that retopologize to your budget. That is the graph on the AI 3D asset pipeline page. It starts from the same concept images, so the silhouettes you approved are the ones that get textured.
How many credits does a greybox batch use?
Credits are consumed per node. The pricing page puts a typical generation around 10 credits and a full workflow with retopology, UVs and PBR at 15 to 25. A greybox lane skips texturing and optimization, so it sits below that. Check the first batch before you scale the list.
Do greybox meshes need retopology?
Not for blockout. A greybox mesh gets used at layout distance and then replaced or upgraded, so its triangle count only matters if you keep it. If a prop survives as it is, run it through the retopology node to the platform budget before it ships: around 5k triangles for mobile, 20k for console, 50k for PC.

The stages in depth

Related workflows

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