Next3D

The core workflow is prompt-or-image in, 3D model out, with browser-based editing for light cleanup before export. That loop works well for standard props, product visualization shells, and early-stage concept blocking. The credit-based system means every generation costs something, so iterative workflows — where you generate ten versions to find one keeper — burn through allocations faster than teams expect. There is no self-hosted option, so your assets and prompts move through Next3D's infrastructure. Teams that need production-ready, game-engine-optimized topology with clean UV maps report finishing in a dedicated DCC tool, using the output as a starting reference rather than a final deliverable.