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3D — one of eleven Studios

Dimension you can hold.

Game-ready characters, product models, and architectural primitives authored as real meshes — with gates on poly count, UV validity, and edge-loop continuity when you patch a face region (boundary vertices must align within 0.01mm). Exports to GLB, FBX, and USDZ that open cleanly in Blender, Unity, Unreal, and Roblox Studio.

What you can do

3D verbs, shipped today.

Every item below is a real Copilot verb wired into the Studio surface. No roadmap, no asterisks.

RETEXTURE_MESH
Retexture
Apply a new material to the selected mesh. baseColor, metalness, roughness — live.
REMESH_REGION
Remesh region
Retopologize a selected region without touching the rest of the mesh.
ADD_MESH
Add mesh
Drop a primitive (cube / sphere / cylinder) or import a mesh under a parent node.
ADD_LIGHT
Add light
Point, spot, directional, or ambient light — placed at a world position with intensity.
BAKE_LIGHTING
Bake lighting
Bake the current lighting rig into texture maps for real-time rendering.
EXPORT_GLB
Export GLB
Download the scene as a GLB. Opens cleanly in Blender, Unity, Unreal, Roblox Studio.
EXPORT_FBX
Export FBX
FBX export for game-engine pipelines that still prefer it over glTF.
FRAME_FOR_RENDER
Frame for render
Snap the camera to a preset (isometric / hero / turntable) for the next render.
Gate profile

Delivery is measured, not asserted.

Every gate result is written to the production's chain of custody.

Poly count within budget
Counts triangles against the spec budget. Fails if over.
poly_count
All required textures resolved
Every texture listed in the spec must be present on the delivered mesh.
textures_resolved
UV map valid
UV layout has to exist and be non-degenerate before textures bind.
uv_valid
Manifold geometry
Zero non-manifold edges. Required for clean subdivision, booleans, and baking.
manifold_geometry
Format is GLB or FBX
Delivered format must match the spec — no surprise USDZ or OBJ.
format_glb_fbx
Edge-loop continuityPATCH GATE
On every patch, boundary vertices stay within 0.01 mm of the baseline. No z-fighting seams.
threeD_edge_loop_continuity
Patch gate for this Studio: threeD_edge_loop_continuity
Cost footprint

Tokens, published before you click run.

One bucket for every Studio. The range below is for a typical request; the exact number prints on the receipt the moment the generation settles.

5,00020,000tokens · single mesh · retexture costs less
Rates come from shared/tenant_tiers.py. Free tier ships with 500,000 tokens; overage billed at $0.025/1K on Pro, $0.020/1K on Team, or covered by the Enterprise quote.
Continuation

Every output ships with a purple chip.

You stop managing the handoff.

DELIVERED · 3D · CONTINUES TO →
A delivered mesh continues straight into Game (as a Roblox-ready asset), Image (as a rendered hero), or Music (to score the moment the camera lands). Every production is visible from Flow, the project-wide board.

Try 3D — free.

Describe the outcome — the loop runs until the work is done, receipted, and ready for whatever comes next.