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Gessura

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.

What’s inside
a download

5 export formats up to 5 PBR texture maps up to 300,000 triangles

01 — Formats

One model, five files

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.

GLB glTF binary
Engines & web

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.

median 18.6 MB across 37 files
FBX Autodesk interchange
DCC pipelines

The handoff for Blender, Maya, 3ds Max and Cinema 4D. Takes the model into rigging, animation and lighting without a conversion step.

median 32.9 MB across 32 files
OBJ with MTL materials
Universal interchange

Plain geometry with its material library alongside. The one format that opens in practically everything, including tools twenty years old.

median 62.3 MB across 32 files
USDZ Apple AR
iOS AR

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.

STL print geometry
3D printing

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

Up to five images control the surface

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.

01 Base colour

The colour of every point on the surface — with no light or shadow baked in, so the model lights correctly in any scene.

02 Metallic

Marks which parts are metal and which are not, so reflections behave like the material they belong to.

03 Roughness

Sets how sharply the surface reflects — the difference between a mirror finish and a matte one, decided per pixel.

04 Normal

Fine surface detail — scratches, seams, grain — rendered without adding a single triangle to the mesh.

05 Emission

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

Under the textures

Maps are only paint. The mesh decides where a model can be used — and you set its terms on every run.

Triangle budget

Set per generation. Keep it low for background props; give a hero asset the full allowance.

100 – 300,000 tris
Topology

Quads subdivide and deform cleanly in modelling tools; triangles load straight into engines. Your call, per model.

quad / tri
Smart topology

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.

100 – 30,000 tris
Watertight

Meshes come out closed — no holes, no open seams. Export STL and it slices without repair work.

closed

04 — Licence

Yours to ship

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

Generate one.
Open the files.

previews from 8 tokens · a failed run refunds itself