3D Model Generator
Describe what you want and pick a generated reference, or start from an image you already have. The workbench turns it into a textured 3D model you can rig, animate, and export without re-uploading between steps.
Rig a four-legged creature yourself — free guided rigging and GLB download →
Drop a model and its textures together, or click to browse (GLB / FBX / OBJ / STL / PLY / DAE / ZIP)
Max 100MBWhat you can do
- Generate from text — describe a model, compare reference images, and choose the best silhouette before reconstruction
- Start from an image — upload up to four consistent views or provide an image URL instead of generating a reference
- Rig and animate in place — add a skeleton and motions on the same workbench after the mesh is ready
- Export a game-ready GLB — take the textured result into Blender, Unity, Godot, Three.js, or another glTF tool
From idea to animated model
- Describe one object or character. For characters, leave the character option on so the references use a riggable pose.
- Generate references and choose the pose and silhouette you want reconstructed.
- Build the textured mesh, then rig and animate it without leaving the workbench.
- Export the finished GLB for your game or 3D editor.
If you already have a source image, switch the workbench source to Upload or URL and begin from that instead.
Tips for better results
- Use one solid, opaque subject rather than a full scene.
- Prefer a centered front or three-quarter view with a clean background.
- Avoid glass, glow, hair-thin parts, and overlapping limbs; a single image does not contain enough depth information to reconstruct them reliably.
- For characters, choose a symmetrical upright reference with visible space between the arms and body.
- Keep the default game-ready polygon budget unless you specifically need a denser asset.
What you actually get back
The result is a single textured mesh, not a scene. A polygon slider controls density from roughly 10K up to 1.5M triangles and drives whichever mesh engine you picked, so the same control gives you a light game-ready prop or a dense model to retopologise yourself. Texture resolution follows that budget: 2K below about 100K faces and 4K above it, which keeps a low-poly asset from carrying a texture far larger than the mesh it wraps.
Two mesh engines are offered as cards on the workbench. One is the default and free to run; the other is available on the paid plans, and a locked card links straight to the plan comparison rather than failing partway through a generation. Both accept the same inputs and the same polygon budget, so switching engines is a quality and cost decision, not a workflow change.
Expect generated topology, not hand-modelled topology. The mesh is watertight and UV-unwrapped and drops straight into an engine, but the edge flow is not laid out for deformation the way an artist would lay it out. That matters for close-up hero characters and animation-heavy faces, and it matters much less for props, set dressing and background characters, which is where these models earn their keep.
Choosing a polygon budget
Leave the default alone for anything a player sees at normal distance. Push it higher only when you plan to sculpt or retopologise afterwards and want maximum surface detail to work from, and remember that a browser game pays for every triangle twice, once in download size and once per frame. If a generated model lands heavier than you want, run it through the GLB Optimizer to decimate and compress it, and put its textures through the KTX2 Compressor so the GPU gets a natively compressed format instead of decoded PNGs.
How do I turn an image into a 3D model?
Use your own images to upload one to four views of one subject. Multiple-image support is experimental: keep the same model, pose, proportions, colors, and details across different viewpoints. Label the front, left, right, and back views before building. You can also provide a single image URL. The generated mesh remains on the workbench, where you can inspect, rig, animate, and export it.
Can I generate a 3D model from text?
Yes. Text is the default source on this page. The workbench generates several reference images, lets you choose one, and reconstructs the selected image into a textured mesh.
What format does the 3D model export to?
The workbench exports GLB, which keeps the mesh, materials, textures, skeleton, and baked animations together in one game-engine-friendly file.
How does this compare with other AI 3D generators?
Most image-to-3D tools stop at the mesh. Here the generated model stays on the same workbench for rigging, animation, inspection, optimization, and export, without moving files between services or installing a desktop application.
Built to be one of the best AI 3D model generators for game creators, Cinevva combines state-of-the-art generation with rigging, animation, and GLB export in one browser workbench.
If you are weighing the options first, we keep an up-to-date comparison of the free and paid tools in AI 3D Model Generators, including which ones allow commercial use.
Is the 3D model generator free?
Generating and previewing a model uses the credits shown in the workbench. Your first GLB export is free; further exports are included with Standard and Pro. Previewing, rigging, and animating remain available before export.
Why did my model come out melted or fused together?
Almost always because the reference image didn't contain the depth information the reconstruction needed. Overlapping limbs fuse, hair-thin parts like antennae and straps disappear or web over, and glass and glowing surfaces get read as solid geometry. The fix is on the input side rather than the settings: pick a reference where the subject is centered and fully separated from the background, with visible space between the arms and the body, and generate a fresh reference rather than fighting a bad one through reconstruction.
Can I use the generated models commercially?
That depends on your plan and on when the model was made, so check plans and pricing and the AI content policy before you ship anything. Generated output is also not automatically free of third-party rights: if you reconstruct a recognisable character or a real product from a reference image, the result carries the same restrictions the reference did.