Workflow· 1 min
Generated 3D assets and the work that follows
Knowing the remaining work is what keeps the estimate honest.
AI Tools Hub Editorial · published · updated
After generation
| Task | Needed when |
|---|---|
| Retopology | Games and realtime rendering |
| UV unwrapping | Swapping textures |
| Scale correction | Placing alongside other models |
| Normal fixes | Lighting looks wrong |
| Rigging | Anything animated |
Retopology is the expensive one. Generated meshes tend to be dense and irregular, and both web and game use require them to be light.
Usable as-is
- Still renders where polygon count is irrelevant
- Mock-ups and proposal imagery
- Background props the camera never approaches
- Shape exploration you intend to rebuild
Not usable
Your own real products come out subtly wrong, so they cannot stand in for product photography. Human figures are harder still — hands and faces need more correction than generation saved.
Check commercial terms
Terms differ per product, and some free tiers forbid commercial use. Verify before delivering anything to a client.
FAQ
Can we ship this in a game?
With someone to do retopology and UVs, yes. Prototype with generated assets and rebuild for release is the realistic pattern.