Materials & formats
Every generation ends as a folder of files. This page lists exactly what is in it — the formats, the texture maps, the mesh — and what each one is for.
5 export formats up to 5 PBR texture maps up to 300,000 triangles
01 — Formats
There is no format to choose at generation time — a finished model exports to all of them. Download whichever one your pipeline wants, as often as you like.
The whole model in one file — mesh, materials and every texture map together. Unity, Unreal, Godot, web viewers and Android AR read it exactly as downloaded.
The handoff for Blender, Maya, 3ds Max and Cinema 4D. Takes the model into rigging, animation and lighting without a conversion step.
Plain geometry with its material library alongside. The one format that opens in practically everything, including tools twenty years old.
Built for iPhone and iPad. Tap the file and the model stands in the room at real scale, straight from Safari — no app in between.
Geometry only, no textures — exactly what a slicer expects. Watertight meshes go to the printer without a repair pass.
sizes are medians measured across every file this site has delivered — not best-case numbers
02 — Texture maps
A textured model does not carry a picture of its surface — it carries instructions for one. Engines read the maps separately, which is why the material responds to light instead of faking it.
The colour of every point on the surface — with no light or shadow baked in, so the model lights correctly in any scene.
Marks which parts are metal and which are not, so reflections behave like the material they belong to.
Sets how sharply the surface reflects — the difference between a mirror finish and a matte one, decided per pixel.
Fine surface detail — scratches, seams, grain — rendered without adding a single triangle to the mesh.
The parts that give off their own light: screens, signage, glowing seams. Black everywhere else — and delivered only by the engines that produce it.
maps at 2K / 4K / 8K · packed inside GLB and USDZ · separate files beside FBX and OBJ
03 — Geometry
Maps are only paint. The mesh decides where a model can be used — and you set its terms on every run.
Set per generation. Keep it low for background props; give a hero asset the full allowance.
Quads subdivide and deform cleanly in modelling tools; triangles load straight into engines. Your call, per model.
Clean, triangle-only meshes laid out for real-time use at a light budget. Switch it on per run when the model is headed straight into an engine.
Meshes come out closed — no holes, no open seams. Export STL and it slices without repair work.
04 — Licence
Everything you download here — generated in the studio or bought on the marketplace — carries a commercial licence. Use it in games, films, apps, ads and client work, and sell what you build with it. The one thing the licence rules out is reselling the raw files as stock. Read the licence in full →
The cheapest way to be sure
previews from 8 tokens · a failed run refunds itself