If you point our mesh API at a character concept or a prop reference, the GLB that comes back is now closer to what you'd hand-sculpt for a small indie project. Sharper edges, cleaner topology, texture in the same call.
3D generation has been the slowest part of the asset pipeline for most indie devs we talk to. The image part is fast, the music part is fast, but turning a 2D reference into a usable mesh used to mean two API calls, two billed jobs, and a stitching step between them. We've collapsed that into one.
You send an image. The API returns a textured GLB whose geometry holds up under engine lighting, with UVs that don't make your texture artist wince, and the file lands on a CDN URL ready to import.
What changed
- One endpoint for geometry plus texture. One request, one bill, one asset.
- Better shape fidelity, especially around props and stylized characters.
- The same parameters you set in the playground are the ones you ship in production.
What it doesn't do well yet
Hands and faces are still a frontier for generative 3D in general, and ours is no exception. We're working on specialist models for both. Generated meshes also come back as a single continuous surface, which is fine for rendering but limits what auto-rig can do. Part-separation is on the roadmap and will land as its own endpoint.
Pricing
Mesh is still one of our heavier calls because the compute is real. As of 2026-07-14 the default Game tier is $0.49 (faster early-exit cascade); Light is $0.39; Hero stays $0.79 ($1.49 at 1536). Live table always at /pricing — we show dollars, not tokens.
If you've been on the fence about adding generated 3D to your pipeline, this is the model release we're proudest of so far.