← AI 3D workflows

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

Atlas takes a text prompt and delivers a moderated, performance-optimized 3D asset ready to drop into your game engine in 5–10 minutes.

Try it on Atlas

Five nodes, five to ten minutes

01

Write your prompt

Describe the asset in plain language — “rusted iron lamppost, Victorian style” or “low-poly desert palm”.

02

Moderation & prompt engineering

An LLM screens the prompt and expands it into an optimized 3D generation prompt: centered framing, neutral lighting, clean silhouette, no background clutter.

03A generated sci-fi blaster concept render, the isolated 2D output before mesh conversion

Concept & isolation

A high-detail 2K concept render is generated, then its background is stripped so no stray artifacts bleed into the mesh.

04The blaster reconstructed as a high-poly 3D mesh, shown shaded and as a wireframe

3D reconstruction

The concept becomes a full 3D mesh, with UV coordinates unwrapped and PBR texture maps generated automatically.

05The same blaster mesh decimated to a game-ready poly count, shaded and wireframe views

Mesh optimization

The raw mesh is retopologized and decimated to a real-time polycount. You set the budget — mobile, console, or PC — Atlas hits it.

Where the time goes

Stage
Manual
Atlas
Modeling
1–3 days
60 seconds
UV + textures
4–8 hours
90 seconds
Engine optimization
2–4 hours
30 seconds
Total time to in-game
2–5 days
5–10 minutes

Common questions

What 3D format does Atlas output?
Export GLB. Drag straight into Unity, UE5, Godot, or a WebGL scene. Materials and basic colliders included.
Are these assets production-final?
Atlas is built for prototyping speed, art-direction iteration, and player-driven content where “good enough fast” beats “perfect slow”.
Can I control the art style?
Yes, three ways — style keywords in the prompt (“stylized hand-painted”, “photorealistic sci-fi”, “retro PSX low-poly”, “dark fantasy”), a system prompt on the LLM node that holds one house style across every asset you generate, or a different engine on the reconstruction node depending on whether you want stylized or hard-surface detail.
What performance budget can I target?
Mobile (~5k tris, 1K textures), console (~20k tris, 2K textures), or PC (~50k tris, 2K textures). Atlas optimizes mesh and textures to hit whichever budget you set.
How does the 5-minute number break down?
Generation runs in ~60 seconds, moderation + optimization add 2–3 minutes, and engine-ready export is instant.
Can players generate assets at runtime?
Yes — Atlas exposes the pipeline via API. Parallel uses it to let players generate assets at runtime, with moderation and style-matching automatic.

Related workflows

Try this workflow in Atlas

Free to start. No credit card. GLB export from minute one.

Try it on Atlas