
Oyunlar için
AI 3D varlık üretici
Turn concept art or a prompt into a game-ready 3D model — clean topology, PBR maps, a polycount you control. Export FBX, GLB, or OBJ for Unity, Unreal, or Godot.
Concept to engine in three steps
The same path an outsourcing round takes — reference, model, review, export — compressed from a week to a coffee break.
- Step 1 — Reference

Start from concept art or a prompt
One image is enough for Rodin to generate most objects. Optional additional views can provide more visual detail when you want extra control.
- Step 2 — Generate

Get a textured, watertight mesh
Rodin delivers nearly ready-to-use game assets with watertight geometry, clean topology, ready-to-use UVs, and complete PBR materials.
- Step 3 — Export

High-Quality PBR Game Assets
Create high-quality textured assets for flexible game, real-time, and AR workflows, with supported export options.
Target Polygon Count, Strong Silhouette
A hero prop can afford 40k triangles. A background crate can't. Generate at the detail you need, then bring the mesh down to budget without losing the read.

One pipeline, every asset class
Rodin uses the same generation workflow for objects ranging from crates to creatures, with target polygon counts set to match asset needs.
Props & set dressing
Props & set dressing
Crates, barrels, potions, signage — the long tail that eats art budgets. Type a prompt, batch variants, keep the level moving.
Characters & creatures
Characters & creatures
Turn a character sheet into a base mesh ready for sculpt and rig work in your DCC. The character design workflow covers the full pipeline.
Modular environment kits
Modular environment kits
Rodin supports fixed seeds, reproducible results, and consistent asset generation. Shared references and style controls are optional ways to further direct a series.
Textures & materials
Textures & materials
Already have the mesh? Generate PBR texture sets from a prompt or reference image and re-dress existing props without remodeling.
AI 3D asset generator for games: FAQ
The questions game artists actually ask: polycounts, engine import, LODs, style control, and licensing.
Generate your first game-ready asset
Pick a prop from your concept board, generate it free, and have it in-engine before the next stand-up.