Artwork to a usable game asset.
Two 3D methods. One shared editor.
Prepare references online, inspect generated GLB models, and check actual mesh, rig, and animation contents in your browser. A real-skinned template editor and experimental browser-native AI generator are available, and a built-in 2.5D directional sprite exporter works without a GPU. No uploading your private art to our server.
Adjust a genuine humanoid mesh, including the head
Start with the bundled real MakeHuman hm08 body, its 163 genuine skeleton joints, original skin weights and source geometry. Enlarge the head or adjust shoulders, limbs and torso, then rotate, test provisional animations and export a modified skinned GLB. The body is a neutral anatomical base, not an anime character or automatic artwork fit.

Reference to compare visually. The editor does not yet automatically project its clothes, hairstyle or face onto the mesh.
Head size, head width, shoulder span, torso width/length, leg length, arm length and limb thickness. All source vertex triangles and their skinning weights stay in place; new rest joint positions and inverse bind matrices are written into the exported GLB.
14 included animation tracks are early cross-rig transfers of the preserved RIFTBOUND motion source, not approved animation clips. Large morphs can still reveal skinning issues. External stylized templates require verified files and a corresponding skeleton adapter.
Front reference fitting diagnostic
Fit five proportion controls to the bundled annotated male sample. Front joints drive the fit. Width, depth, clothing and pose remain unresolved. The current model stays unchanged until you choose to inspect the candidate.
Load the rigged template first. Cyan marks known image joints; orange shows projected source triangles.
Generate a volumetric mesh on this website
The MIT-licensed TripoSR WebGPU model runs on your own graphics processor. Unlike the directional sprite exporter, this creates real volumetric geometry. It does not automatically create a skeleton, animation, UV atlas or a game-ready character.
Inspect this cutout: background pixels are removed only when connected to an image edge. Best input: one centered character, arms separated, transparent background, no weapon.
First run needs HTTPS, Internet, a sufficiently capable WebGPU device and a large model download. Diagnostic reports contain stage messages and mesh metrics, never the source image. No paid GPU hosting. On a weak GPU it may fail or take much longer; we don't claim compatibility without running it. Generated GLB is unrigged.
Create an asset without paying for server GPUs
Creates a true textured transparent GLB billboard from an individual PNG or a 6-view ZIP for a 2.5D game. No AI, GPU or server upload. This is not a volumetric 3D character or skeletal rig.

The TripoSR path is included below on this website (experimental; actual GPU inference not yet independently verified). An external free browser generator is an optional alternative. Neither route automatically rigs a character.
A WebGPU check does not guarantee enough GPU memory. Unsupported devices can still use the sprite exporter or inspect imported GLBs.
Use the Ragnarok A-pose reference

The original six views remain stored separately in the preserved research editor. The front image is the main anatomical reference; the others check depth and appearance.
Open artwork and research tools ↗Choose how models are created
Works entirely in this website. Inspect locally without an account or paid API.
Free open-source local generation, texture finishing, humanoid rigging and animation. Runs outside Cloudflare; import the resulting GLB here. Hardware/model licensing must be checked.
Can be added through an authenticated job queue later. Not deployed, not free at unlimited scale, and not silently enabled.
Open and inspect your 3D result
What is really in the GLB?
No GLB loaded.
Game-ready requirements
Load a GLB to run basic structural checks.