Game assets

Props for your game, photographed into existence.

3D Mate turns reference photos into textured GLB props on your Mac. Fill a level with set dressing that started as pictures: furniture, tools, toys, statues, whatever your scene needs. Generated locally, owned by you.

Free during the beta. Requires macOS 15 or later on Apple Silicon.

Generated by 3D Mate from the photo in the corner. Engine-ready GLB.

Textured, engine-ready, yours.

Every generation ships with a baked texture mapped onto the mesh. Import the GLB into Unity, Unreal Engine, Godot, or Blender and it looks like the photo, not a placeholder. Check topology with the wireframe material before it ever leaves the app.

GLB
OBJ
USDZ
PLY

Reference to prop in three steps.

1

Shoot your references

Photograph real objects around you, or use concept images. Two to four angles of the same object give the model a real back.

2

Batch the queue

Drop the whole folder in. 3D Mate generates one prop after another while you keep building the level.

3

Import the GLBs

Bulk-export from the library and drag into your engine's content browser. Textures come along automatically.

Game development questions, answered.

What format should I use for Unity or Unreal?
Export GLB. Unity with glTF support, Unreal Engine, Godot, and Blender all import it with the baked texture attached. OBJ is there too if your pipeline prefers it.
Do models come with textures?
Yes. The photo's appearance is baked into a texture mapped onto the mesh, so props land in the engine looking like the source object.
Can I batch-generate a set of props?
Yes. Queue a folder of photos and let it run. The queue survives restarts, and finished props sit in the library ready for bulk export.
Is it suitable for hero assets?
Generated meshes shine as props, set dressing, and prototypes. For hero assets, inspect the topology with the wireframe material and retopologize in your DCC tool if your pipeline requires it.

Your next prop is a photo away.

The download link appears right after signup.