AI 3D model generator

An AI 3D model generator that does not stop at the mesh.

Most generators hand you a static model and leave the skeleton, skin weights and motion to you. Bake3D generates the textured mesh, plans a rig for the shape it actually produced, and composes motion from a sentence, in one credit-based workflow.

Free demo, free readiness check, bake from $5. Credits back for anything a bake does not deliver.

Image or text input · mesh, rig, motion · GLB export · bake3d-1.3-enhanced

Maintained by Bake3D · Updated

Fox character generated from one image and rigged with Bake3D
01How it works

Generate, rig, animate, export.

One model name, bake3d-1.3-enhanced, covers four stages: geometry, rig, vision and motion. Each stage is a separate job with its own report and its own credit charge.

  1. 1

    Choose the input

    Upload an image (PNG, JPEG or WebP, up to 12 MB) or write a description of up to 1,024 characters. An image gives you control over the silhouette; text lets you explore a subject you have not drawn yet.

    Image to 3D
  2. 2

    Generate the mesh

    Pick Draft, Standard or High. The generator writes a textured mesh with PBR maps and the studio renders seven views beside the input so you can judge the shape before rigging.

    30–55 credits by tier
  3. 3

    Rig automatically

    The rig stage plans joints from orthographic views of the mesh, labels each with a role, solves skin weights and measures how the surface deforms. It is built for any body plan, from bipeds to wheeled machines.

    Quadruped example
  4. 4

    Animate and export

    A free introductory loop plays as soon as the rig is done. Then describe motions in plain language or fit a preset, and export a rigged or animated GLB for Blender, Unity, Unreal, Godot or the web.

    Integrations
02Choosing the input

Image, photo or text: which one to start from.

Start from an image when you already know what the subject looks like. Concept art, a clean render or a product shot fixes the silhouette, proportions and colours, and the seven-view comparison tells you quickly whether the generator read it correctly. This is the most controllable route and the one the image to 3D page describes in detail.

Start from a photograph when the subject exists in the real world: a toy, a figurine, a tool, a pet. Photographs bring lighting, cast shadows and backgrounds that the generator has to separate from the object, so the photo to 3D model page covers how to shoot one that reconstructs well.

Start from text when there is no picture yet. A paragraph describing the subject, its parts, materials and pose becomes a mesh through the same generator. Results vary more between runs than with an image, so plan to iterate on the mesh before rigging. The text to 3D page has prompt guidance.

Whichever you choose, the mesh is the stage to get right. Rigging and motion are built on it and cannot add geometry that was not generated. If you only need the geometry, for printing or for your own rigging pipeline, turn rigging off and pay for the mesh alone; the 3D mesh generation page explains what the mesh contains.

03What you get

A complete asset, with reports.

Geometry
Textured mesh, PBR material maps
Seven rendered views compared with the input
STL and OBJ of the current pose from the studio
Rig
Skeleton planned for the generated shape
Skin weights and a measured deformation report
Joint roles: head, spine, legs, wings, tail, wheels and more
Motion
Included four-second loop, free
Described motion from a sentence, deterministic playback
Optional vision-model critique rounds
Access
Studio in the browser
REST API with bearer keys on Pro and above
MCP server for assistants and editor add-ons

Exports are glTF 2.0 binaries, binary FBX 7.4 (one take per animation) or USDZ (one baked clip per file). No VRM or Alembic. Every stage runs under one public model name, bake3d-1.3-enhanced.

04Judging the result

How to tell a good generated model from a pretty one.

A generated model can look convincing from the front and still be wrong. Orbit it. Count the appendages and compare them with the input. Check the underside and the back, because those are the surfaces the generator inferred. Look for parts that fused (two legs as one column, a tail merged into a leg) and for parts that vanished (thin straps, whiskers, antennae).

Then read the rig reports rather than trusting the skeleton overlay. The placement score says how well joints sit inside the parts they drive; the rig check card lists what the stage verified; the deformation report measures compression and stretch on the skinned surface across a test motion. The rig inspection guide explains each number and what to do when one is poor.

Finally test with an isolated motion before a complex one: turn the head, bend one leg, rotate one wheel. Nearby surfaces should follow only when that movement makes sense. If they do not, re-rig with a hint, or regenerate the mesh; both are cheaper than discovering the problem after building a scene around the asset.

The fox on this page passed those checks and is shown live from its exported GLB. That is evidence for one subject, and the validation notes describe which structures the regression fixtures cover: repeated limbs, different scales, posture changes, rigid wheel and panel assemblies, multipart meshes.

05Limits

What an AI 3D model generator still cannot do.

  • It infers what it cannot see. Hidden sides are the generator’s guess; a single view leaves that uncertainty in every result.
  • It does not know real-world scale, printer constraints or your engine’s polygon budget. Set size deliberately and check triangle counts in your tool.
  • Topology is generated, not hand-built. Expect to retopologise for close-up film work or strict game budgets; the rig and motion transfer to a retopologised mesh only if you re-rig it.
  • Exact likeness of a named character, product or person is out of scope, and you must hold the rights to any image you upload.
  • Text prompts vary between runs. Iterate on the mesh before paying for a rig.
06Pricing

Credits, not seats.

A credit costs 4.8–6.25¢ in packs and 3.76–3.87¢ on a plan. A mesh is 30, 40 or 55 credits for Draft, Standard or High, a rig 25 with its introductory loop, a described motion 10 and a critique round 5; presets, the free converters and repeat exports cost nothing. A complete rigged model at Standard is therefore 65 credits, roughly $3.12–4.06 at pack rates.

There are no free credits: the demo and a readiness check of your own picture are free, and the Single pack ($5, 80 credits) covers one rigged model at Standard quality. Packs start at $5 for 80 credits, do not expire, and give what you generate with them a commercial license. Pro ($29 a month, 750 credits) lowers the price per credit and adds API and MCP access; Studio ($79, 2,100 credits) adds unlimited critique rounds. Plan credits are used first and renew each month; unused plan credits do not roll over. Charges apply when a job is accepted, and what a job does not deliver is refunded. The pricing page has the table, plan features and a calculator.

FAQ

Questions before you start.

What makes this different from a mesh-only generator?

The rig and the motion. Bake3D plans a skeleton and skin weights for the shape it generated, labels joints by role so a sentence can drive them, and exports the result with baked animation. A generator that stops at the mesh leaves that work to you in Blender or Maya.

Which subjects can it generate?

Characters, animals, winged and many-legged creatures, serpentine bodies, vehicles, machines, props and hybrids. The rig stage does not assume a torso, two legs or a standing pose. Quality varies with the input; the fox sample shows one good result, not a guarantee.

Can I use the generator from code or an assistant?

Yes. The REST API exposes generate, job status, animate and export endpoints with bearer keys, and the MCP server exposes the same workflow to MCP-compatible assistants and the Blender, Unity, Unreal and Godot add-ons. Both are included with Pro and above.

What formats can I export?

GLB (glTF 2.0) as a rigged rest pose or with baked animation clips; binary FBX 7.4 from the server (skeleton, skin weights, embedded base-colour, normal, roughness and metallic maps, one take per animation); USDZ from the server with one baked clip per file; plus STL, OBJ and 3MF of the current pose written in your browser. There is no VRM or Alembic export.

Do I keep my credits if generation fails?

For what it did not deliver, yes. Credits are charged when a job is accepted, and a stage that fails gives its credits back automatically. What already finished stays in your project and stays charged: a mesh whose rig failed is kept, the rig’s credits come back, and you retry only the rig.

Is there a free 3D model generator here?

Generating and rigging a model is paid, from $5, but the demo and the readiness check of your picture are free. The browser tools on the tools page are free without limits or accounts, but they convert and inspect existing files or build reliefs from images; they do not generate full models.