Upload one picture of an object or a character and get back a real 3D mesh with textures, generated by ByteDance Seed3D 2.0. Turn it in the browser before you download, and the GLB opens directly in Blender, Unity, Godot and Unreal — a prop that would take an afternoon to model becomes a two-minute step.
1Upload a reference image
One image (PNG, JPG or WebP up to 10MB). A single subject, fully visible, on a plain background leaves the model the least to guess at.
2Describe it, if it helps
An optional one-line description disambiguates what the picture hides — which end is the handle, what the material is. The model works without it.
3Pick a mesh density
Low, medium or high polygon count. The price is identical; the difference is file weight and how much fine surface detail survives.
4Preview and download
The finished model lands in a turntable viewer. Orbit it, check the back, then download the GLB.
| Input | One image (PNG / JPG / WebP, max 10MB), plus an optional short description |
|---|---|
| Output | A textured 3D model, downloaded as a single .glb file |
| Model | ByteDance Seed3D 2.0 image-to-3D |
| Credit cost | 10 credits per model, flat — every mesh density costs the same |
| Control | Mesh density (low / medium / high) and an optional text description |
| Best for | Props, weapons, furniture, buildings and character busts you want as real geometry rather than a flat image |
The model is generated, not measured: whatever the reference image hides is invented, so the back of an object is plausible rather than correct. The mesh arrives unrigged and unanimated — rig it in Mixamo or Blender before you animate it. Topology is reconstruction output, not hand-built quads, so it wants a retopo pass before entering a production character pipeline. Thin structures (chains, wires, strands of hair) and transparent materials (glass, gems) are where it struggles most, and text or logos on a surface usually come back unreadable.
A single .glb holding the mesh and its textures. It imports directly into Blender, Unity, Godot and Unreal with no conversion step.
10 credits, flat. Low, medium and high mesh density all cost the same.
No — it is a static mesh. To animate a character, rig it first (Mixamo auto-rigging is the quickest route), and then it can be used in the 3D → Sprite tool.
Yes, but not directly: 3D → Sprite renders an animation, so the model needs a skeleton and a clip first. Rig it, then render four, eight or sixteen directions there for free.
Usually one to three minutes. The page keeps polling and shows the model as soon as it is ready.