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Photo to 3D game asset

Atlas takes a raw photo, corrects color and restores detail, isolates and relights the subject on a neutral background, then reconstructs it into a textured 3D mesh.

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Four stages, photo to mesh

01A raw phone photo of an antique brass gramophone against a plain wall, the source image for the pipeline

Color correction

An automatic white-balance pass strips out color casts from mixed or bad lighting before anything else runs.

02

Restore

Blur, sensor noise and compression artifacts are cleaned up and fine detail is reconstructed.

03The gramophone isolated on a neutral studio background under even lighting, background and clutter removed

Isolate & relight

The subject is separated from its background and clutter, harsh shadows and highlights are removed, and it’s re-rendered under flat, even studio light.

04

3D reconstruction

The clean, isolated image is reconstructed into a full 3D mesh with textures and PBR materials.

Where the time goes

StageManualAtlas
Color correction & restoration1–2 hours10–20 seconds
Isolation & relighting1–2 hours10–20 seconds
3D reconstruction & PBR maps6–12 hours25–45 seconds
Total time, photo to mesh1–2 days45–90 seconds

Common questions

What does this workflow output?
A textured 3D mesh (GLB) with PBR maps, plus the restored and isolated 2D images along the way.
How long does it take?
About 45 to 90 seconds end to end: the white-balance pass is instant, restoration takes 10–20 seconds, isolation and relighting another 10–20 seconds, and 3D mesh generation 25–45 seconds.
Can I control the art style?
Yes — style direction goes into the isolation step as a text prompt (stylized, low-poly, hand-painted, and more), and carries through to the 3D reconstruction.
Which engines are supported?
GLB drops into Unity, UE5, Godot, Roblox, and WebGL.

The stages in depth

Related workflows

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