# Kaedim Documentation

Welcome to Kaedim’s documentation, we are here to help you get started!

**About Us**

At [Kaedim](https://kaedim3d.com/), we combine state-of-the-art machine learning algorithms with our in-house art team to generate production-ready 3D assets from images in a fraction of the time that traditional 3D modeling tools require.&#x20;

By blending together our AI and unique human-in-the-loop approach, Kaedim is able to give digital creators an 80% starting point every time so that they never have to start from scratch.

Today, Kaedim is supporting hundreds of game developers with their 3D content creation pipelines and teams at Fortune 100 companies across a variety of industries, including commerce, architecture, product design, and animation.

<table data-view="cards" data-full-width="true"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td><strong>Web app demo</strong></td><td><p>Get up and running quickly,</p><p>check out our <a href="https://youtu.be/tlQWFG1DLb0">demo</a></p></td><td></td><td><a href="/files/w7Skz60I2UI0jn7lQNu8">/files/w7Skz60I2UI0jn7lQNu8</a></td></tr><tr><td><strong>Learn more about our vision</strong></td><td><a href="https://www.kaedim3d.com/about-us">Check our our About page.</a></td><td></td><td><a href="/files/uh4ZACwiMxfO6LIE8nFk">/files/uh4ZACwiMxfO6LIE8nFk</a></td></tr></tbody></table>

***

## Use Cases

#### Games

<figure><img src="/files/TXTSAaJxEVdF6oAzdOCO" alt="" width="563"><figcaption><p>Check out how Kaedim provided a <a href="https://www.kaedim3d.com/case-study/little-buffalo-studios">20x speedup of Little Buffalo Studios' 3D game pipeline</a>.</p></figcaption></figure>

Kaedim outputs are guaranteed to be made from quads, separated into multiple meshes, and watertight - making them fully optimised for game development. Our new [Game-ready pipeline](/creating-assets/game-ready-assets) makes it easy to create ready-to-use 3D assets for your games.

Check out how Kaedim provided a [20x speedup of Little Buffalo Studios' 3D game pipeline](https://www.kaedim3d.com/case-study/little-buffalo-studios).

#### Architecture

<figure><img src="/files/wPRHCVgJgDLWRdSfcD7N" alt=""><figcaption><p>See how Mathew McGrane, Chief Design Officer at Elora, <a href="https://www.kaedim3d.com/case-study/lab-4">cut down his design process from weeks to mere hours with Kaedim.</a></p></figcaption></figure>

Go from a conceptual or technical sketch to 3D in minutes. Kaedim provides accurate 3D models that guarantees fidelity of your 2D design.

See how Mathew McGrane, Chief Design Officer at Elora, [cut down his design process from weeks to mere hours with Kaedim.](https://www.kaedim3d.com/case-study/lab-4)

#### Product Design

Never spend hours creating a 3D prototype again. With Kaedim, you can streamline your design and iteration process, leaving more time to focus on creativity and experimentation. Create 3D prototypes in just a few minutes, and iterate with our suite of automated tools.&#x20;

#### E-Commerce

Stand out from competitors by presenting your products in 3D. With Kaedim, not only can you create 3D models of your products in minutes, you can also use features such as Automatic Texturing that will give customers a more realistic and detailed view of what they're buying, leading to higher satisfaction and lower return rates.

[Check out our E-Commerce demo to see how](https://youtu.be/BCd77oGRemQ?feature=shared).

***

## How We Do It

Kaedim's pipeline uses a combination of machine learning and a team of in-house artists to refine outputs and guarantee a high standard of quality every time. This refinement process also trains our models to provide better outputs in the future. It's our AI x human feedback loop that results in high-quality models 10x faster than traditional modeling pipelines.

Check out the [How It Works](/welcome/how-kaedim-works) section to learn more about how our technology and team work together.

## Here to Support 3D Teams

<figure><img src="/files/o8zIroAPMoLid7xjP0Lu" alt="" width="186"><figcaption></figcaption></figure>

Kaedim's ultimate goal is to help 3D teams accelerate and grow their capacity to create 3D models. We have designed our product specifically with 3D artists in mind and continue to iterate based on their feedback.

* **Ready to use** - Kaedim-generated 3D models are always low poly, made by quads, watertight, and separated into subparts.&#x20;
* **Export options** - Download your 3D model and use it in your favourite 3D modelling software. We support obj, fbx, glb, gltf, usd, and mtl formats for download.
* **Direct support from our team** - We offer real-time support on our Discord community, night or day

***


# How Kaedim Works

A behind the scenes look at Kaedim's 3D model pipeline

Kaedim's approach to generating 3D models combines our state-of-the-art machine learning algorithms with our in-house art team.  Our in-house team of artists help refine our 2D to 3D reconstruction outputs and improve future AI-generated models. This guarantees users get a production-ready 3D model, every time.

Today, our process provides a 10x speedup compared to traditional art outsourcing. But we're not stopping there - each month, we implement multiple improvements to our machine-learning models with the goal of automating a greater portion of the pipeline while maintaining our high-quality standards, leading to faster outputs for you and your team.

## Inputs

<figure><img src="/files/rJnTDOwk6WZ539oYnkW3" alt="" width="188"><figcaption></figcaption></figure>

You can input up to 10 images to generate your model. Before making your first submission, please check our [input guidelines](/creating-assets/input-guidelines) to ensure that you receive the best possible results.

{% content-ref url="/pages/nCusskRblfOh93dRw7to" %}
[Input Guidelines](/creating-assets/input-guidelines)
{% endcontent-ref %}

## Automated Generation

<figure><img src="/files/SMbo2AwpqZWs4Qosa8dw" alt="" width="188"><figcaption></figcaption></figure>

Once you've submitted your images, they'll go through a series of preprocessing steps to help our AI accurately represent them in 3D. The processed images then enter our 2D to 3D reconstruction step of the pipeline and exit as a 3D model.&#x20;

## Artist Refinement

<figure><img src="/files/mhclMGmSrAFaxKRKsOG6" alt="" width="188"><figcaption></figcaption></figure>

Though our 3D reconstruction technology has made large strides in producing quality models, the output isn't always perfect. Our art team verifies and cleans all outputs, making any necessary edits to ensure that you always receive a production-ready model

This guarantees a great experience for our users since our outputs are of the highest quality, and it also helps improve our machine-learning models. We're gathering generations and their adjusted versions in real time, creating a feedback loop for our AI to improve itself.

## Model Download

<figure><img src="/files/58AAyR2HDJ4ORJf8HhXI" alt="" width="188"><figcaption></figcaption></figure>

Your model is now ready to export. Currently, we provide OBJ, OBJ (Pre-modifiers), FBX, MTL, USD, GLB, and GLTF formats.

{% content-ref url="/pages/PmVBBMF3SQTp9VvHyiSk" %}
[Download](/managing-assets/exporting-assets/download)
{% endcontent-ref %}

## A Note on Fully Autonomous Generations

<figure><img src="/files/gitFRdfSHFqotbOh4vGl" alt="" width="375"><figcaption></figcaption></figure>

The above process is fast, but it still takes some in-house work. The Kaedim team is working towards achieving better and better 3D reconstructions, automating more and more object categories. This work is aiming towards making our software accessible to more prosumers and indie projects.&#x20;

We're improving our system every day and aim for a fully autonomous release in the future. Currently, we're primarily focusing on enterprise customers that have a significant need for Kaedim's large-scale production capabilities.&#x20;


# Get Started

Start creating today.

Explore Kaedim's features and find the plan that works best for you and your team.

### Tell us about your project

When you’re ready to get started, share the details of your project with us [here](https://www.kaedim3d.com/pricing), and we’ll provide you with a tailored quote.

## What's included in Enterprise?

Our Enterprise plan offers a comprehensive and tailored experience, including custom styles for your 3D assets, 24/7 support, and API access. [Get in touch with us](https://www.kaedim3d.com/pricing) to learn more and discuss how we can meet your specific needs.

<table data-header-hidden><thead><tr><th width="298"></th><th></th></tr></thead><tbody><tr><td>Team Workspace</td><td>Invite team members to your workspace and perfect your 3D generations by creating different custom styles. </td></tr><tr><td>Custom Pricing</td><td>Your business is unique, so we’ll work with you to create a custom plan that fits your needs.</td></tr><tr><td>Data segmentation</td><td>We guarantee that your data will not be used for training purposes except when working on your specific project.</td></tr><tr><td>API access</td><td>Gain full access to our API, ensuring a streamlined workflow.</td></tr><tr><td>1-1 Support</td><td>We’ll work with you to make sure you are getting the most out of Kaedim. We will set up a 1-1 support channel between us and your team and offer bi-weekly feedback calls to ensure any questions or concerns are addressed. </td></tr><tr><td>Custom styles</td><td>Create different trained custom styles for your 3D generations that are specific to your in-house art style. </td></tr><tr><td>Custom integrations</td><td>Need a feature that we don’t have yet? We work with our enterprise customers to build custom functionality.</td></tr></tbody></table>

### Credits

To start generating 3D models, you will need credits. Your tailored plan will include a certain amount of credits.&#x20;

Different generation qualities require a different amount of credits:

<figure><img src="/files/xMhFjyU3EagPZLzLXA4x" alt=""><figcaption></figcaption></figure>

| Functionality                                             | Credits                                                                                                                   |
| --------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- |
| Standard quality generation                               | 1                                                                                                                         |
| High-quality generation                                   | 2                                                                                                                         |
| Ultra quality generation                                  | 4                                                                                                                         |
| Revision (Prototype assets)                               | 1                                                                                                                         |
| Revision (Game-ready assets)                              | Free                                                                                                                      |
| [Game-Ready Pipeline](/creating-assets/game-ready-assets) | If you would like to activate this feature, [get in touch](http://www.kaedim3d.com/contactUs?subject=Enterprise) with us. |

To view more examples, see [Generation Examples](/welcome/get-started/generation-examples).

## Our Community Discord Server

<figure><img src="/files/V9jy6MkZGOPdhC7iCttE" alt="" width="375"><figcaption></figcaption></figure>

After completing the sign-up process and coming onboard, you'll gain access to the Kaedim Discord server. There, you can stay informed about the latest releases, showcase your work, find inspiration, and receive support from the Kaedim team as needed.


# Quick Start

How to create your first 3D asset with Kaedim.

Welcome to Kaedim! This is a guide on how to create your first 3D asset from a 2D image. We're excited to see what you create!

{% embed url="<https://youtu.be/UzzD8yfJXWI>" %}
Watch this demo for an overview of our key features
{% endembed %}

### 1. Choose an Asset Type

To get started, head over to the [Create page](https://www.app.kaedim3d.com/create) and choose an Asset type. You can choose between 6 different asset types.

<figure><img src="/files/YLOyUKf0905BEVo7upeB" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/o5lSPpcgVYFi7UMLZB42" alt=""><figcaption></figcaption></figure>

### 2. Upload your image(s)

Once you've chosen an asset type, you can then upload images onto the left upload box. You can upload up to 10 images of the same object in different views.

{% hint style="info" %}
Please make sure to [read our input guidelines](/creating-assets/input-guidelines) to ensure the best results.
{% endhint %}

<figure><img src="/files/UICUE0qPc5nhlIWzl8ev" alt=""><figcaption></figcaption></figure>

### 3. Customize your generation settings

You will then be able to customize the generation settings, which can be found on the right-hand side of the app.&#x20;

**For Prototype assets,** please see [Prototype Generation Settings ](/creating-assets/prototype-assets)for an overview of each input field.&#x20;

**For Game-ready assets,** please see [Game-Ready Generation Settings](/creating-assets/game-ready-assets).

### 4. Create additional assets (if needed)

You will have the option to generate multiple assets at once if needed. Simply click the "Create new asset" button.

<figure><img src="/files/hQNLRgnoSsKaFTHD2aR2" alt="" width="563"><figcaption></figcaption></figure>

You can create multiple assets at once by clicking on the dropdown and selecting "Create multiple assets." This will open your file browser where you can select multiple images, each of which will create a new asset.

<figure><img src="/files/huj4lyypoQfQv4w71QoF" alt="" width="375"><figcaption></figcaption></figure>

New asset tabs will appear on the left sidebar. You can configure the settings for the assets separately.

<figure><img src="/files/fPXi21sVscfIQIowxgpr" alt=""><figcaption></figcaption></figure>

### 5. Click "Generate Assets"

After you've added all the assets you need to generate and checking your images and settings, you can then click **Generate assets** and your asset(s)  will start processing.

<figure><img src="/files/m72VUGAyIrV4vy4FXYOQ" alt=""><figcaption></figcaption></figure>

### 6. Revisions

Once your asset is finished processing, you can request revisions in the Assets page. See how to request revisions [here](/reviewing-assets/request-revisions).

<figure><img src="/files/8bwIoqfBRwPF0avc81ox" alt=""><figcaption></figcaption></figure>

### 7. Approve \[current step]

If you're happy with your asset and do not require revisions, you can approve your asset to the next stage, which varies depending on the [Asset type](/creating-assets/asset-types).

<figure><img src="/files/ovKJfV435MBpSjpZGDxO" alt="" width="350"><figcaption></figcaption></figure>

{% hint style="info" %}
We post tutorials on our Youtube channel to help you get familiar with our features. You can find the playlist here: <https://www.youtube.com/playlist?list=PL6OuSslZi1nNINk8-FtSlzmWcAgKB3Mdb>
{% endhint %}


# Sign-up

How to Sign-up for our product

## Initial Process

| <p><strong>Sign Up</strong></p><p>In order to create an account on the Kaedim Web App, fill out the signup form here: <a href="https://www.app.kaedim3d.com/signup"><https://www.app.kaedim3d.com/signup></a></p><p></p><p>➡️Continue to fill in your details. Please note that the fields with an asterisk \* are mandatory.</p> | <img src="/files/Ee6hHlM7crpCxCGqNkOp" alt="" data-size="original">                                      |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------- |
| <img src="/files/z2HB6Wutwv2WespxcZee" alt="" data-size="original">                                                                                                                                                                                                                                                               | When you are done, click Sign up. Then check your email for the 6 digit code ⬅️                          |
| Input your username and your Discord tag (optional). Your Discord tag will be used to send [notifications ](/admin/settings/notification-settings)about your assets.                                                                                                                                                              | <img src="/files/LtOFCuNelQgLXJdRWeul" alt="" data-size="original">                                      |
| <img src="/files/MQfBF2anBmdWNMzgv7vL" alt="" data-size="original">                                                                                                                                                                                                                                                               | We will ask you a few questions to learn more about you. This will help us in improving our app further. |
| Welcome to Kaedim! You will be directed to the Assets page after clicking the "Finish" button.  You will then be able to view sample assets, or subscribe to a plan to start creating.                                                                                                                                            | <img src="/files/OxnSWLNJDlf4CMN3urV1" alt="" data-size="original">                                      |


# Sign-in

## New User

<table data-header-hidden><thead><tr><th width="400"></th><th width="526.3333333333333"></th></tr></thead><tbody><tr><td><p>To sign into your new Kaedim account, visit <a href="https://www.app.kaedim3d.com/login">https://www.app.kaedim3d.com/login</a> which will display the following ➡️ Input your email and password here to sign in. </p><p></p><p>You now have access to the app ⬇️</p></td><td><img src="/files/eBS7mFFI6jwBucY7zYsQ" alt="" data-size="original"></td></tr></tbody></table>

Upon login, the first page that you see is the Assets page. There, you'll be able to find all your completed and processing generations.

Click on [🎨Create](https://www.app.kaedim3d.com/create) to build your first 3D asset!

<figure><img src="/files/7hFOT8JMsnp8T7KZ64Yi" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
If you get an error message saying your account has not been verified, contact us via email at <support@kaedim3d.com>
{% endhint %}

## Returning User

If you are a returning user, this is what you should expect your dashboard to look like.&#x20;

| <p>If you are a returning user, this is what you should expect your dashboard to look like. ➡️</p><p></p><p>Upon login, you will see your dashboard, our <a href="https://youtu.be/tlQWFG1DLb0">demo video</a>, the link to join our Discord, settings, and your recently created assets.</p> |                                                                                                                                                          |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| <img src="/files/OqCQniTqahFJhQa894Ig" alt="" data-size="original">                                                                                                                                                                                                                           | After clicking on an asset, the card view will open up. From here, you can see the different stages of your asset, request revisions, or approve stages. |


# Showcase

<figure><img src="/files/E7I60LbK4YolItmGnryF" alt="" width="375"><figcaption></figcaption></figure>

The Kaedim Showcase is a gallery of Game-ready assets that you can view and inspect. There are a variety of styles in the Showcase, from stylised to realistic assets.

You can find it by clicking on the [Showcase](https://www.app.kaedim3d.com/showcase) tab in the main navigation bar.

<figure><img src="/files/38pmgaH9SC6DjPwZe60Q" alt=""><figcaption></figcaption></figure>

You can view every asset's different stages in the 3D viewers, such as UV Unwrap and Texture.

<figure><img src="/files/0ojGtz0RUhSfTMu3fQA5" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
These assets are **view-only** and cannot be downloaded.
{% endhint %}


# Generation Examples

Find examples of Kaedim assets below.

<table><thead><tr><th>Table of contents</th><th data-hidden></th><th data-hidden></th></tr></thead><tbody><tr><td><a href="/pages/z8wtuoAWJatHhizukHn4">Prototype Asset Examples</a></td><td></td><td></td></tr><tr><td><a href="/pages/vpbuVWxixT5Lyeqd8SMp">Game-Ready Asset Examples</a></td><td></td><td></td></tr></tbody></table>


# Prototype Asset Examples

| Table of contents       |
| ----------------------- |
| [Furniture](#furniture) |
| [Clothing](#clothing)   |
| [Buildings](#buildings) |
| [Vehicles](#vehicles)   |
| [Weapons](#weapons)     |
| [Plants](#plants)       |

### Furniture

<div align="center" data-full-width="true"><figure><img src="/files/GdVxFktJPv92KCKXBnTK" alt="" width="185"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/5o8EA79JyuO9yiDhUUb3" alt=""><figcaption><p>54,236 tris / High quality</p></figcaption></figure> <figure><img src="/files/jIDicwyOI8jCg2vhwDcB" alt="" width="360"><figcaption><p>Coloured using Manual Fill Colour</p></figcaption></figure></div>

<div><figure><img src="/files/2b1J5VZx5WZY87UvFc4y" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/vDrXN46Zk79ibQVFXKuN" alt=""><figcaption><p>15,580 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/xpz8xJ8GKCWCaUDHR5mQ" alt="" width="281"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/S1NtOvU8hxVhV579shwm" alt=""><figcaption><p>121,734 tris / Ultra quality</p></figcaption></figure></div>

<div><figure><img src="/files/quoTRHfuNBsF3EWQBp5W" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/pcN4uzCF5tQNvk7wF4Uu" alt=""><figcaption><p>19,428 tris / Standard quality</p></figcaption></figure></div>

### Clothing

<div><figure><img src="/files/7Xvt09saqfMg7M6DgPGK" alt="" width="269"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/pBenlygOMpJseR9tCiB6" alt=""><figcaption><p>102,832 tris / Ultra</p></figcaption></figure></div>

<div><figure><img src="/files/g0ijVb0NIzyIcfXOugYa" alt="" width="135"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/mRzTcRTjUSH6IAV2RLKK" alt=""><figcaption><p>35,524 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/yPIwEaddT4bRDuXkbgNu" alt="" width="157"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/4bzpxrRLNjcine6wGVyk" alt=""><figcaption><p>47,656 tris / High quality</p></figcaption></figure></div>

### Buildings

<div><figure><img src="/files/jzQMNIdVW4DwrSVeTcly" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/rBrRGaSkq5s2RYZMfPO2" alt=""><figcaption><p>9,796 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/zy5Ueo9PR5WRsxcsZBDX" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/wytzTAJv1YtA6MhgqJ1p" alt=""><figcaption><p>38,004 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/oN5tbdSeJu8f87shSNqo" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/x2WwhyRlkYtBDunsf7Ln" alt=""><figcaption><p>12,776 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/o2iKGA1s1KRi46koVqoB" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/r84UcdMN35pgogJK6CHI" alt=""><figcaption><p>5,696 tris / High quality</p></figcaption></figure></div>

### Vehicles

<div><figure><img src="/files/7mElX7JwvSPv50LU6zf8" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/uCffMutjN0p9yyNu8E8t" alt=""><figcaption><p>10,698 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/ZPvF4EO2ZjkfUx6O9fIw" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/APH9AqXKHz3wlnpJ3WDX" alt=""><figcaption><p>16,928 tris / Standard quality</p></figcaption></figure> <figure><img src="/files/Ogcdx8isBUkr3qZ0662C" alt=""><figcaption><p>206,704 tris / Ultra quality</p></figcaption></figure></div>

<div><figure><img src="/files/6md65iFh5S6sRvhi1k23" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/NWil88KEhXrMNlxEDfnF" alt=""><figcaption><p>118,216 tris / High quality</p></figcaption></figure></div>

<div><figure><img src="/files/wHjIfAcINSbdpDO5EIiG" alt="" width="563"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/V4kWopvEHrkrruvTd7jr" alt=""><figcaption><p>226,932 tris / Ultra quality</p></figcaption></figure></div>

### Weapons

<div><figure><img src="/files/miKEb0KMvOG9d39H3RjO" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/Ars0kffBxLBZ1T28Tfzg" alt=""><figcaption><p>124,664 tris / Ultra</p></figcaption></figure></div>

<div><figure><img src="/files/YcZAaH6YUS7HZoZ4SZYq" alt="" width="143"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/CwChzF4uI06XrBCfAfpG" alt=""><figcaption><p>109,820 tris / High quality</p></figcaption></figure></div>

### Plants

<div><figure><img src="/files/G78jvRVh9Kluopoq0NSc" alt=""><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/THc4c3WMJWyuVV4xDRGE" alt=""><figcaption><p>28,076 tris / Standard quality</p></figcaption></figure></div>

<div><figure><img src="/files/6dUfW3UGkyA69v5EQpdO" alt="" width="141"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/rtN8z3hb30IbVk4aBPaT" alt=""><figcaption><p>4,070 tris / Standard quality</p></figcaption></figure></div>


# Game-Ready Asset Examples

{% hint style="info" %}
For a detailed look at our Game-ready assets, [check out our portfolio](https://kaedim.artstation.com/).
{% endhint %}

| Table of contents         |
| ------------------------- |
| [Games](#games)           |
| [Characters](#characters) |
| [Props](#props)           |
| [E-Commerce](#e-commerce) |

## Games

### Characters

<div><figure><img src="/files/3SBzsCuJUrrasBQkUW4K" alt="" width="296"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/6CprzKrc49Ny5UN34fRZ" alt=""><figcaption><p>Optimised, textured, and rigged asset / 56,700 tris </p></figcaption></figure></div>

<div><figure><img src="/files/E0jLgo7ZleWpRF0Kxyqs" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/WCCW0xrnHgS08d2majHz" alt=""><figcaption><p>Optimised geometry: 115,664 tris</p></figcaption></figure> <figure><img src="/files/VUyEZl57JyxhjVl6byef" alt=""><figcaption><p>Optimised, textured, and rigged asset</p></figcaption></figure></div>

<div><figure><img src="/files/omUp9TworAw7pbmOlwfB" alt="" width="280"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/CHL0ghcldnFRs4ihxaWN" alt=""><figcaption><p>Optimised, textured, and rigged asset / 47,000 tris</p></figcaption></figure></div>

<div><figure><img src="/files/yDyDMV76f8WI0erkyIPs" alt="" width="416"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/JHV2RZotw0kRiS0tFxiE" alt=""><figcaption><p>Optimised, textured, and rigged / 33,882 tris</p></figcaption></figure></div>

### Props

<div><figure><img src="/files/ClAcV9iGNp0l0HIY940e" alt=""><figcaption></figcaption></figure> <figure><img src="/files/KZmQ4xFhd5uR1wqXrZtK" alt=""><figcaption><p>High Poly Geometry: 1,735,100 tris</p></figcaption></figure> <figure><img src="/files/KyElxp6UcCm22KAlfgjS" alt=""><figcaption><p>Optimised Geometry: 19,792 tris</p></figcaption></figure> <figure><img src="/files/0DwiGPoMylicNrLXpvhE" alt=""><figcaption><p>Textured</p></figcaption></figure></div>

<div><figure><img src="/files/NLMOgWYpnS8XvYohX0nm" alt=""><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/99d4RerE4oMZLuMYGJAb" alt=""><figcaption><p>Optimised and textured / 98,612 tris</p></figcaption></figure></div>

<div><figure><img src="/files/yivlUVeZDvRq8C1wuRWi" alt="" width="149"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/0nuTFfvo2j518ZITxqQY" alt="" width="542"><figcaption><p>Optimised and textured / 42,512 tris</p></figcaption></figure></div>

## E-Commerce

<div><figure><img src="/files/9lFoFC9dgIebEhNujZjt" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/LohOSbavDXcOjI8IqRuy" alt=""><figcaption><p>Optimised and textured / 43,396 tris</p></figcaption></figure></div>

<div><figure><img src="/files/QtRd7hQLUvnZvJw8DHCs" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/mJvfEUBNaAo8I45qL2kh" alt="" width="563"><figcaption><p>Optimised and textured / 26,906 tris</p></figcaption></figure></div>

<div><figure><img src="/files/Mf4kkjZ4MitMHSOQZN33" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/uJSVxc5XH3ocUYMUSXGf" alt="" width="563"><figcaption><p>Optimised and textured / 1,564 tris</p></figcaption></figure></div>


# FAQ

## Usage

<details>

<summary>What can I do with Kaedim?</summary>

Kaedim is an AI-powered software that enables the conversion from 2D images to 3D models. This allows you to input an image (sketch, art, photo) and convert it into 3D within minutes, all with the push of a button. Our partners will download and import to their 3D modelling software of choice to polish and finalise before including it in their game or app.

</details>

<details>

<summary>How can I use Kaedim as a tool for my project?</summary>

There are two main use cases for Kaedim in projects involving 3D asset creation. The first is accelerating in-house 3D asset production. By using our AI software you can introduce a minimum 5x speedup for your 3D team.&#x20;

The second use case is integrating 3D UGC in your game, app, or Metaverse. With our API you can allow end-users to create in 3D by just submitting an image and populating digital worlds with zero modelling experience.

</details>

<details>

<summary>Is it a web-based platform?</summary>

Yes! You can access our software through our [Welcome](/welcome/how-kaedim-works) or via our API. We also offer ready-made plugins for your favourite software.

</details>

## Input Images

<details>

<summary>What type of objects work best?</summary>

At the moment hard surfaced objects work best. Real humans, animals, and trees are currently out of scope for Prototype assets. We recommend stylised or cartoon-like images for [Prototype assets](/creating-assets/prototype-assets). However, these types of images can be generated with [Game-ready](/creating-assets/game-ready-assets).

</details>

<details>

<summary>Do you recommend having different views of the same object for more accurate models?</summary>

It depends on the object you want to model. For basic models (e.g. a table), different views won't make a huge difference. However, for something like a dinosaur, if the side view wasn't included the algorithm wouldn't know how the tail should look like.

</details>

<details>

<summary>Should I upload each view as a separate image?</summary>

Yes, the different views should be different images.

</details>

<details>

<summary>If I were to put a cartoon effect on a photo of me (selfie) would it help with the image not getting dismissed?</summary>

Feel free to try it out! Don’t worry about losing your credit, any submission that is dismissed will result in returned credit.

</details>

<details>

<summary>What are the best practices when it comes to input images?</summary>

You can read through our input guidelines here [Input Guidelines](/creating-assets/input-guidelines).

</details>

<details>

<summary>Can you upload just 1 image?</summary>

Yes, you can upload a single input image! Our algorithms are trained to make educated guesses for all unseen parts.

</details>

<details>

<summary>What if my input is incorrect?</summary>

If your image doesn’t follow the input guidelines listed here: [Input Guidelines](/creating-assets/input-guidelines), your generation will be dismissed and the credit will be returned to your account.

</details>

<details>

<summary>Can I upload line-work sketches for converting to 3D models?</summary>

Yes, you can upload 2D sketches and line-work and turn them into 3D models! Just make sure your sketch illustrates a single object and that it's clean. You can see some examples of sketch inputs on our Instagram [here](https://www.instagram.com/kaedim3d/).

</details>

<details>

<summary>Is there a preferred image format for the input?</summary>

For the 2D image inputs, we support png, jpg, and jpeg formats

</details>

<details>

<summary>Is there a specific lens I should prefer if I am using photos as my 2D inputs?</summary>

There is no specific lens that you should be using for your input images, as long as the [Input Guidelines](/creating-assets/input-guidelines) are met. Keep in mind that if the lens distorts the object, the output 3D model will most likely follow the same distortion.

</details>

<details>

<summary>What happens if I interrupt the browser view with the message "Processing..." because I close the tab or my PC battery ran out?</summary>

No need to worry, the generation won't be affected. You can close your browser, visit your Kaedim asset library, or do whatever else you wish while waiting for your asset to complete!

You can also turn on [notifications](https://staging-app.kaedim3d.com/settings?tab=notifications) via email or discord in Settings.

</details>

## Generated Output

<details>

<summary>What is your output file format(s) currently?</summary>

We currently export in .obj , .obj (pre-modifiers), .mtl, .fbx , .glb , .gltf, & .usd

</details>

<details>

<summary>Do I own the IP of the 3D models I create with Kaedim?</summary>

All the 3D models that users create with Kaedim are the users' IP, given that you are subscribed to one of our plans. You can read more about it in our Terms of Service section 3.2

</details>

<details>

<summary>Can I add colour to the generated 3D models through the Kaedim web app?</summary>

Yes! We have a colouring tool integrated into our web app which allows you to select parts of the 3D model, colour them, and save.&#x20;

You can then download the colored version including the .mtl format too. More on the coloring tool [here](/creating-assets/prototype-assets/manual-fill-colour).

</details>

<details>

<summary>Can I edit the 3D model I generated through the Kaedim web app?</summary>

Yes, you can edit your generated 3D model through Kaedim! If you feel that your 3D model needs to be altered, you can request an Iteration. More about requesting revisions [here](/reviewing-assets/request-revisions). &#x20;

Alternatively, you can download your model in your preferred format and import it into your 3D modelling software of choice to continue working on it.

</details>

<details>

<summary>Are the output 3D models textured?</summary>

Currently, all prototype models are untextured. However, we have released the Game-ready pipeline which outputs textured and rigged assets. You can read more about how it works here:[ Creating a Game-Ready Asset](/creating-assets/game-ready-assets)

</details>

<details>

<summary>Do the 3D models get generated in real dimensions?</summary>

All 3D outputs have the correct analogies to their dimensions based on the input images. Currently, users can input the desired height of their model, and the rest of the model will be parametrically scaled.

</details>

<details>

<summary>To what extent can the settings for the generated 3D model be customised?</summary>

There are 3 settings you can change before sending your 2D image for processing a Prototype Asset: the upper limit poly count, the height, and the generation quality. More details on the input settings can be found [Create Page](/creating-assets/create-page).

Game-ready assets offer a higher level of customisation, which you can learn more about [here](/creating-assets/game-ready-assets).

</details>

## Accuracy and Limitation

<details>

<summary>How accurate are the 3D outputs compared to the 2D input image?</summary>

The accuracy of the generated 3D model depends on the complexity of the input image, the generation quality selected, and the poly count.&#x20;

For simple inputs, you can expect a really high accuracy. If the input is highly detailed, then the effect of the transition might lose some of the finer details. For these cases, you can use our higher-generation qualities ("High" and "Ultra"), as well as increase the max poly count to allow for a greater level of detail.

Our game-ready pipeline further increases detail, using maps to represent fine details in the shape of the object without increasing polycount.

</details>

<details>

<summary>Are there any limitations on what inputs Kaedim can process?</summary>

Currently, our algorithms for [Prototype assets](/creating-assets/prototype-assets) do not support real humans, trees, or animals. However, they can be generated with the [Game-ready pipeline.](/creating-assets/game-ready-assets) For more on our input guidelines please visit: [Input Guidelines](/creating-assets/input-guidelines)

</details>

<details>

<summary>What is the maximum poly count I can request for my 3D model?</summary>

For prototype assets, you are welcome to use up to 300K polys. We guarantee that the number you provide will not be exceeded by more than 5%.&#x20;

For our game-ready pipeline, you can use a polycount of up to 2 million for the high poly sculpt step.

</details>

<details>

<summary>Can the Kaedim software capture the high detail of the items in my photos?</summary>

Our software will capture as much detail as possible from your photo. For best results when uploading detailed inputs, please select a higher generation quality and increase the max poly count. You can read more [here](/creating-assets/prototype-assets#levels-of-quality).

</details>

<details>

<summary>Does Kaedim generate UVs? Are the models automatically unwrapped and ready for texturing?</summary>

Currently, UV unwrapping is included within the texturing stage of the [Game-ready pipeline](/creating-assets/game-ready-assets).

</details>

## Iterations

<details>

<summary>How many revisions can I request per model?</summary>

As many as you want, so long as you have enough credits. However, we usually recommend reaching out to us if you are still not happy with your model after one or two iterations: <support@kaedim3d.com>

</details>

<details>

<summary>Is iteration a manual process on Kaedim's end?</summary>

Yes, iteration is a manual process on our side. With the help of customer feedback, we were able to create a win-win situation where:&#x20;

A) You get any faults fixed&#x20;

B) We integrate feedback into our algorithms to continually enhance their performance

</details>

<details>

<summary>How much time does it take for the revision to be completed?</summary>

There is no guarantee as to how long an iteration takes. For simpler revisions, this might only take a few minutes. More complex revisions may take longer.

</details>

## Plans

<details>

<summary>How can we test Kaedim?</summary>

At this time we are not offering a free trial.

</details>

<details>

<summary>How do I add another account to my plan, if I have a plan that supports multiple accounts?</summary>

This feature is available on demand. If you already have a subscription with us, get in touch with the Kaedim team over Slack, Discord, or email (<support@kaedim3d.com>) to activate [Team functionality](/enterprise-features/team-functionality).

</details>

<details>

<summary>Do you offer or plan on offering smaller plans for individuals in the future?</summary>

Our platform supports creators of all sizes, from solo developers to large studios. To ensure everyone onboard has an exceptional experience with Kaedim, we are temporarily closing our off-the-shelf plans as we focus on providing the best possible service.

If you’re interested in using Kaedim, share more about your project with us [here](https://www.kaedim3d.com/pricing).

</details>

<details>

<summary>Do you offer an education discount?</summary>

Unfortunately, we don't currently have an education-specific discount. If you'd like to discuss your projects with someone from our team and inquire about a potential partnership, please email us at [support@kaedim3d.com](https://docs.kaedim3d.com/c664ef14969d4e95b9c68b2547a1e0f0)

</details>

<details>

<summary>Do you offer any discount?</summary>

We don’t currently offer any discounts. If you are an early-stage startup, don’t hesitate to get in touch with us and we will do our best to help you: <support@kaedim3d.com>

</details>

<details>

<summary>How do you work in terms of bulk orders?</summary>

We would need to get an idea of the scope of your project. Get in touch with us for an Enterprise quote: <https://www.kaedim3d.com/pricing>.

</details>

<details>

<summary>How long would it take to set up an Enterprise plan?</summary>

The onboarding duration depends on your requirements and the amount of custom integrations included in your plan. To set up an Enterprise account, please schedule a demo/consultation [here](https://www.kaedim3d.com/pricing).

</details>

<details>

<summary>What kind of licenses/ plans do you offer?</summary>

We currently offer custom plans tailored to each customer’s needs. If you’re interested in using Kaedim for your studio, share your project details with us [here](https://www.kaedim3d.com/pricing).

</details>

<details>

<summary>Do you offer free subscriptions?</summary>

We do not currently offer any free credits, subscriptions, or trials.

</details>

## API

<details>

<summary>Can I integrate your software into my app/game/platform/metaverse?</summary>

Of course!

We have an API which allows our enterprise customers to do exactly this. Have a look at the corresponding documentation [Web API](/enterprise-features/custom-integrations/apis/web-api) and if you need help, don’t hesitate to [get in touch](https://www.kaedim3d.com/contactUs) with our engineers to run you through the process and get you onboarded.

</details>

<details>

<summary>How long does it take to set up the Kaedim API?</summary>

It shouldn’t take more than a couple of hours. Check out our documentation for code examples. If you're stuck, don’t hesitate to get in touch with us for help from our engineers.

</details>


# Create Page

{% embed url="<https://youtu.be/tFkc5PrPWvQ>" %}

The Create page is where you upload your requests by clicking the + Create tab on the web app's navigation bar. It can also be found at <https://www.app.kaedim3d.com/create>.&#x20;

Different asset types will have different settings to configure. Check out our guides on how to configure settings for [**Game-ready**](/creating-assets/game-ready-assets)**,** [**Prototype**](/creating-assets/prototype-assets)**,** and [**Upload a 3D Model**](/creating-assets/upload-a-3d-model)**.**

## How It Works

### Upload your files

<figure><img src="/files/ibCY4pnHHS0FXaDBkrNI" alt="" width="375"><figcaption></figcaption></figure>

#### Image

If you have multiple views of your object, you can upload up to ten images.&#x20;

{% hint style="info" %}
We automatically remove the background of your image.
{% endhint %}

#### Models

* Base model:  Base models will be used as a starting point for your asset. This is best used for accessories (base model can be a character), hair, clothing, etc.
* Block model: Block models will be used as a reference for scale and is helpful if you need specific dimensions for your generation. *The uploaded block model will not be included in your final export.*

### Describe your asset

<figure><img src="/files/BlSQFTi4OigSTl54gWE6" alt="" width="375"><figcaption></figcaption></figure>

#### Height, Width, Depth

If you require your models to maintain a specific scale, simply input the height, width, and depth of your model.&#x20;

{% hint style="info" %}
Dimensions are not available for the Scene asset type, and you can only configure the **height** for Prototype assets.
{% endhint %}

#### Tags

Tags can be used for organizing your assets in [folders](/groups) later on and is helpful for categorizing your assets.

Each asset type will have settings that you can customize under the 'Configure Settings' section.

{% hint style="info" %}
For more information about all the settings you can configure, check out the [**Game-Ready Assets**](/creating-assets/game-ready-assets) section.
{% endhint %}

<figure><img src="/files/EuPjvCdqIqIFLWjdrsGl" alt=""><figcaption></figcaption></figure>

## Autosaved Drafts

{% embed url="<https://youtu.be/xSakpejWPjg>" %}
Autosaved Drafts demo
{% endembed %}

Whenever you create a new asset in the Create page, drafts will be autosaved.

* Auto-saved draft will be created for every session, and be updated after every action
* Auto-saved drafts will be emptied after submitting the generation, or after 3 days have passed

<figure><img src="/files/dS1J0kaB4zbGt0NImjnl" alt=""><figcaption></figcaption></figure>

Several drafts will be saved per session, depending on the number of actions you take.

<figure><img src="/files/sTn3PYw7LzXjBJVUfvjb" alt="" width="252"><figcaption></figcaption></figure>

## Create New Asset

<figure><img src="/files/5FswntHUmJR8Olf5u4d7" alt="" width="355"><figcaption></figcaption></figure>

You can generate multiple assets simultaneously by clicking the **Create New Asset** button. Each asset will be created separately, allowing you to configure its settings individually.

<figure><img src="/files/qR34Q9H6kpy4anpYgVrc" alt="" width="240"><figcaption></figcaption></figure>

## Create Multiple Assets

<figure><img src="/files/yMviZQT1ddzFpN0Y7B8k" alt=""><figcaption></figcaption></figure>

The **Create Multiple Assets** button functions like a batch upload, allowing you to upload multiple images at once. Each image will generate a separate, individually configurable asset.

## Select Multiple (Edit Multiple Assets)

<figure><img src="/files/Kuo8TB1R3FjS5zHGrLhe" alt="" width="237"><figcaption></figcaption></figure>

To edit the settings for multiple assets at once, click the **Select multiple** button and select the assets you'd like to edit. Once you've adjusted the settings, click the **Apply Changes** button to save them for all selected assets.

<figure><img src="/files/bTLeSifbuLlKIeNLZh5F" alt=""><figcaption></figcaption></figure>

When you're satisfied with all inputs and generation settings, click "**Generate assets**" to start processing your assets.

<figure><img src="/files/kpRSzzOXVSINlUcw9G2s" alt="" width="375"><figcaption></figcaption></figure>

## What Happens Next?

Your asset will start processing, and you can continue creating assets or leave the tab. Your asset will continue processing even if you close the tab.&#x20;

{% hint style="info" %}
Learn more about processing times for:

* [Prototype assets](/creating-assets/prototype-assets#processing-time)
* [Game ready assets](/creating-assets/game-ready-assets#processing-times)
  {% endhint %}

All generated 3D models pass through our Quality Control pipeline. Depending on the model, this might involve our human QC team in order to ensure the generation meets our quality standards.

{% hint style="info" %}
You can submit more than one generation without waiting for the first one to complete.&#x20;
{% endhint %}


# Generate Image

With our latest text to 2D feature, you can seamlessly go from an idea to a 2D image that you like and transform it into 3D, all within the Kaedim platform.

On the Create page, describe the image you want to generate in the text box and click "*Generate Image."*

<figure><img src="/files/yCCYucT5iN9iyrlSVFkf" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Generating images do **not** cost any credits.
{% endhint %}

<figure><img src="/files/oXtkQN85qLNgsFMqc9qX" alt=""><figcaption></figcaption></figure>

You will notice your image is generated without a background, this is so our software can easily convert the 2D image into a 3D object.

<figure><img src="/files/zduEvqmXP5GMYhxz79RN" alt=""><figcaption></figcaption></figure>

If you are not satisfied with the generated image, you can rewrite your prompt or click "Regenerate Image" to get another variation of your generated prompt.

<figure><img src="/files/e9Aa0JvOfejrSMvDsTUg" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If you change your mind and want to upload images instead, simply delete your generated image using the trash icon.
{% endhint %}

Once you are happy with your generated image, you can then fill in the rest of the Generation Settings (Name, Max poly count, Height, and Generation Quality) and click "Generate."

<figure><img src="/files/fgFhH5cRZq4r8gLJBntk" alt=""><figcaption></figcaption></figure>

If you'd like to save the image for a later generation instead, click the bookmark icon.

<figure><img src="/files/Q97hJdcLH8pt7QLXKr4i" alt="" width="375"><figcaption></figcaption></figure>

Your generated image will be saved in your Assets page. When you click on the image in the Assets page, you will be directed back to the Create page with the generated image as the input image.

{% hint style="info" %}
For this feature, we are using[ OpenAI’s DALLE](https://openai.com/dall-e-3).
{% endhint %}


# Polycount

## What is a polycount?

{% embed url="<https://youtu.be/7TWyJsXMRY8?feature=shared>" %}

Polycounts refer to the number of polygons or triangles that make up your 3D model. The polycount is a measure of the detail and complexity of a 3D model.

For standard requests, the default polycount is 30,000. This default varies depending on the generation quality selected. We support polycount ranges from as low as 500 up to 300,000 for Prototype assets. For Game-ready assets, we support polycount ranges from 500 to 2,000,000.

{% hint style="info" %}
When selecting the number of polygons, keep in mind that it will also determine the object's level of detail.
{% endhint %}

<figure><img src="/files/taAyvni0wrLP0IEKsxKA" alt=""><figcaption></figcaption></figure>

Setting a low polycount for highly detailed images can result in loss of detail. If you'd like to further optimise polycount without losing detail, get in touch with us about setting up a custom style.

## How many polys should my 3D model be?

While the default value for prototype assets is 30,000 your needs might require a different polycount. Less polygons means a smaller file size and less processing power to render those 3D objects.

* For mobile and casual games, we recommend lower polycounts (e.g. 5,000 - 20,000)
* For AA games, AAA games, or e-commerce, we recommend higher polycounts (e.g. 50,000 - 100,000)

Generated 3D models will not exceed the inputted polycount by more than 5%.&#x20;

Please note that if you set a low polycount (e.g. 3,000) details might be excluded. In addition to increasing the polycount, we offer more ways to capture more detail in your generations:

* Choose a higher [level of quality](/creating-assets/prototype-assets#levels-of-quality) - Depending on the complexity of your input image, "High" or "Ultra" will work best for capturing more detail.
* Create with the [Game-ready pipeline](/creating-assets/game-ready-assets) - The Game-ready pipeline offers high poly geometry, optimised geometry, texturing, rigging, and LoDs. The normal maps from the high poly geometry will be baked onto the optimised geometry - meaning you can have a highly detailed asset while still maintaining a low polycount.&#x20;


# Input Guidelines

Asset Creation Guidelines

{% embed url="<https://youtu.be/2XNa2Y9eBAk>" %}

In order to get the most out of your Kaedim generations, we have some guidelines on the types of images we accept for processing, as well as information about images that are not suitable for model generation. We have different [asset types ](/creating-assets/asset-types)to choose from, and you can find the guidelines for each type below.

## General Checklist

#### ✅ Single object&#x20;

* Please make sure your image(s) show a single object.
* Requests of scenes involving multiple objects will be dismissed for Prototype assets.&#x20;
* If your character has a lot of armour and accessories, the armour and accessories should be passed as a separate request from the character itself. Learn more at [Characters](/creating-assets/input-guidelines/input-image-examples/characters)
* When using multiple images, they **must** all be of the same object but from different angles. See our [input image examples](/creating-assets/input-guidelines/input-image-examples) to learn more.

#### ✅ Clear background&#x20;

Your object needs to be clearly distinguishable from the background. Learn more at[Input Image Examples](/creating-assets/input-guidelines/input-image-examples)

#### ✅ Photo/Art/Sketch

Your 2D input can be a photo of an object (within guidelines, see below), a piece of concept art, or a sketch (pencil, pen, or paper).

#### ✅ Clear&#x20;

The object should be clearly visible in the foreground of the image. Avoid blurry images.

## Recommended

#### ✔️ **Orthographic views**&#x20;

Straight-on views of the front, sides, back, top, and bottom are recommended. See more examples in[Input Image Examples](/creating-assets/input-guidelines/input-image-examples).

***

## Can only be processed through Game-Ready Pipeline

These assets require higher detail and can only be processed through the [Game-Ready Pipeline](/creating-assets/game-ready-assets).

### Hero Assets

Complex characters that have many clothes/accessories. Learn more at [Characters](/creating-assets/input-guidelines/input-image-examples/characters)

### Real animals

Realistic animals that have fur or high-detail textures&#x20;

### Foliage

Realistic and complex foliage

***

## Invalid and Tricky Inputs

Images that do not adhere to our input image guidelines may be dismissed, along with the following:

### ❌ Inappropriate imagery

This includes any nude or sexual content, offensive imagery, blood and gore, etc. Any images of this type will be automatically dismissed.

### ⚠️ Text

Since text is not inherently a 3D object, it may not be processed. However, if the image primarily features an object with some lettering on it, that should be acceptable.

### ⚠️ Multiple objects in one image

Our focus is on creating individual objects. If you submit an image with multiple objects, it likely won't be processed. If you have multiple objects, separate them and pass them as individual requests.

{% hint style="info" %}
If you'd like to generate multiple objects within a scene, you can do so with[ Scene functionality](/enterprise-features/scene-functionality) (available for Enterprise).
{% endhint %}

{% hint style="warning" %}
Please refrain from uploading any inputs that contain personal information or identifiable details such as passports, ID cards, or addresses.
{% endhint %}


# Input Image Examples

In this section, we have examples for common inputs sorted by category. We also provide example settings that work best with each category.&#x20;

If you are an active user, let us know what new category you want to see on Discord!

| Table of Contents                                                                       |
| --------------------------------------------------------------------------------------- |
| [Furniture](/creating-assets/input-guidelines/input-image-examples/furniture)           |
| [Vehicles](/creating-assets/input-guidelines/input-image-examples/vehicles)             |
| [Characters](/creating-assets/input-guidelines/input-image-examples/characters)         |
| [Clothing](/creating-assets/input-guidelines/input-image-examples/clothing)             |
| [Accessories](/creating-assets/input-guidelines/input-image-examples/accessories)       |
| [Products](/creating-assets/input-guidelines/input-image-examples/products)             |
| [Structures](/creating-assets/input-guidelines/input-image-examples/structures)         |
| [Stylised Trees](/creating-assets/input-guidelines/input-image-examples/stylised-trees) |
| [Scenes](/creating-assets/input-guidelines/input-image-examples/scenes)                 |


# Furniture

For generating furniture we suggest:

* [Game-ready](/creating-assets/game-ready-assets), for realistic textures and higher accuracy in geometry for soft materials
* Depending on complexity, "Standard" or "High" [generation quality](/creating-assets/prototype-assets#levels-of-quality) (if using [Prototype](/creating-assets/prototype-assets))
* Uploading images with additional views/angles of the furniture if available

## Suggested Inputs

### Multiple Views

It is always recommended to upload multiple views as separate images. The more angles, the better.

| ![](/files/NGIbYfZIhYBkefaJx9EX) | ![](/files/6nSeIwlCk12PVD0uRqLO) | ![](/files/QjmcyxFEg8LYcXYKtHWX) |
| -------------------------------- | -------------------------------- | -------------------------------- |

### Single View

If uploading a single image, make sure it shows most of the furniture like the examples below ⬇️

* Clear view of object (no hidden parts)
* Clear image
* Minimal background

<div><figure><img src="/files/OtJQWYA1hQHvP8R7JOAC" alt=""><figcaption></figcaption></figure> <figure><img src="/files/cwamCRIqrZzOFAg6ZDnF" alt="" width="563"><figcaption></figcaption></figure></div>

### ❌ Inputs to avoid

Avoid input images that have multiple objects. These generations will not be processed.

<div><figure><img src="/files/0BkoYj5jx15tvCYduBb1" alt=""><figcaption></figcaption></figure> <figure><img src="/files/g2kAjhF6Ry3jOFm7i9iI" alt=""><figcaption></figcaption></figure></div>

### Output Examples

<div><figure><img src="/files/OIWYeuxX4gGs9pnUsJAb" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/uGQDKRIzA2qE3uNScaGZ" alt=""><figcaption><p>47,812 tris / High quality</p></figcaption></figure></div>


# Vehicles

For generating vehicles we suggest:

* The [Game-ready pipeline](/creating-assets/game-ready-assets), which offers optimised geometry, texturing, rigging (if needed), and LoDs, providing a higher level of detail.
* Depending on the complexity, select the [level of quality](/creating-assets/prototype-assets#levels-of-quality) accordingly (we suggest "High" or "Ultra" for generating with[ Prototype](/creating-assets/prototype-assets))
* Increase the poly count to at least 60,000 for more detail
* Upload more views/angles of the vehicle if available

## Suggest Inputs:

### Multiple Views

It is always recommended to upload multiple views as separate images. The more angles, the better.

<figure><img src="/files/z9uvJy38yzW5OsLEEb4G" alt="" width="375"><figcaption></figcaption></figure>

<div><figure><img src="/files/EPq6hhH3GvBpabDpMFbl" alt=""><figcaption></figcaption></figure> <figure><img src="/files/SQaZr828OsOmrMfVPAn6" alt=""><figcaption></figcaption></figure></div>

### Single View

If uploading a single image, make sure the image shows most of the vehicle like the examples below ⬇️

<div><figure><img src="/files/48Xnt7xOihdgMiV2aGqJ" alt=""><figcaption></figcaption></figure> <figure><img src="/files/1r1hQACN8CqDRGcQ0XBx" alt=""><figcaption></figcaption></figure></div>

### ❌ Inputs to avoid

Avoid images that do not fully display the vehicle.

<figure><img src="/files/apzI3Sly4XofoOgBE2rX" alt="" width="375"><figcaption></figcaption></figure>

### Output Examples

<div><figure><img src="/files/hLrXV4EKTVlGg0eaXS1z" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/Rubz2LeLv7IfbRgudVGi" alt="" width="375"><figcaption><p>62,886 tris / High quality</p></figcaption></figure></div>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Characters

For generating characters we suggest:

* The [Game-ready pipeline](/creating-assets/game-ready-assets), which offers optimised geometry, texturing, rigging, and LoDs. This allows you to create both stylised and realistic characters that are ready to use for your game

When generating with[ Prototype assets](/creating-assets/prototype-assets), we suggest:

* Depending on the complexity of the character, select the [level of quality](/creating-assets/prototype-assets#levels-of-quality) accordingly (we suggest "High" or "Ultra" for generating with[ Prototype](/creating-assets/prototype-assets))
* Increase the poly count to at least 30-50K for increased detail
* Upload more views/angles if you have them (all in the same pose)
* Avoid hyper-realistic characters or real humans (this will be dismissed)

## Suggested Inputs

If you intend to rig the character later, we advise passing the character on T or A pose ⬇️

<div align="center" data-full-width="true"><figure><img src="/files/rubUPNhwYnADTod4ey4R" alt="" width="188"><figcaption></figcaption></figure> <figure><img src="/files/J0R2Sfbx7psFPa0MH6fQ" alt="" width="188"><figcaption></figcaption></figure></div>

## Multiple Views

It is always suggested to upload multiple views as separate images. The more angles, the better.

<figure><img src="/files/1OabuBOBXiK6bwu6Ldyr" alt=""><figcaption><p>Turnaround with 3 views and additional details</p></figcaption></figure>

<figure><img src="/files/YCaYC9AT14NVtiZbmxLw" alt="" width="563"><figcaption></figcaption></figure>

### Inputs to Avoid

The input image should not illustrate the character in a complex pose ⬇️

<figure><img src="/files/wlcoXmdwAhZK5aTyOXLn" alt="" width="375"><figcaption></figcaption></figure>

The input image should not illustrate the character holding accessories like weapons ⬇️

<figure><img src="/files/8kht0db5fNoIGdNzVRPG" alt="" width="375"><figcaption></figcaption></figure>

The input image should not illustrate a human or hyper-realistic human  ⬇️

<figure><img src="/files/sNGshQnvt4rXsdfp4tui" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="danger" %}
Note: if your input gets dismissed with the reason "Too complex", it means that the level of quality is too low to capture all the detail. Try a higher Generation Quality to avoid dismissal.
{% endhint %}

{% hint style="info" %}
Realistic humans can be generated with the [Game-ready pipeline](/creating-assets/game-ready-assets).
{% endhint %}

## **Characters with Accessories and Armor**

Let's cover best practices to generate a "hero" asset that may be tagged as "multiple objects" when trying to generate on the web app.

<figure><img src="/files/FchcWpD3kQahoVwfLl3J" alt="" width="375"><figcaption></figcaption></figure>

First, you need to separate armor and weapons (when applicable). Then pass each object as its own request.&#x20;

This allows you to generate each accessory individually, avoiding the generation being dismissed for too many objects. For example:

<figure><img src="/files/HHzkWn2ZgJ1uhwaXAMLH" alt="" width="375"><figcaption></figcaption></figure>

Second, you need to generate the 3D model of your character which includes the hero's body, shape, and facial features.&#x20;

Once your character model and all separate armour/weapons have been generated, you can then download each asset in your preferred format and use a 3D modelling software (such as Blender) to assemble them.&#x20;

To combine the armor and weapons with the character model, you will need to use Blender’s tools for positioning, scaling, and rotating. This allows you to place each piece of armor and each weapon in the correct position relative to the character’s body.&#x20;

Once you have positioned all of the armor and weapons, you can use Blender to export the final hero asset as an FBX file. This file can then be imported into your game engine (or other media software) for use in your project.&#x20;

{% hint style="info" %}
We suggest using the [Game-ready pipeline](/creating-assets/game-ready-assets) to create complex hero assets that require a higher level of quality.
{% endhint %}

### Output Examples

Below, you can see the differences between the three generation qualities. Standard will create the basic shapes of your input image, and may exclude details. If your character has many accessories, please opt for High or Ultra.

<div><figure><img src="/files/K6JjZqnmfvmwi5QwzdWV" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/QLYvxAPqKxRLDfNGM53d" alt=""><figcaption><p>Standard / High / Ultra</p></figcaption></figure></div>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Clothing

For generating clothing we suggest:

* Generating a [Game-ready](/creating-assets/game-ready-assets) asset for realistic textures and higher accuracy in geometry for soft materials
* Uploading more views/angles if available

When generating with[ Prototype assets](/creating-assets/prototype-assets), we suggest:

* Depending on the complexity, selecting the [level of quality](/creating-assets/prototype-assets#levels-of-quality) accordingly (we suggest "High" quality for soft materials)
* Increasing the poly count to at least 60K for increase detail

### Multiple Views

It is always suggested to upload multiple views/angles as separate images. The more angles, the better.

<div><figure><img src="/files/RnJrIJHiBYp09kEFAdQQ" alt="" width="188"><figcaption></figcaption></figure> <figure><img src="/files/lCVmPMN3vzUFbCDpnJ3B" alt="" width="188"><figcaption></figcaption></figure></div>

### Single View

If uploading a single image, make sure it shows the complete front view.

<figure><img src="/files/B8kRp2ib17Wtr18ughpQ" alt="" width="188"><figcaption></figcaption></figure>

## ❌ Inputs to avoid

The input image should not have the clothing in complex poses ⬇️

<figure><img src="/files/YXNVak1pJvNsY0EsXvjQ" alt="" width="375"><figcaption></figcaption></figure>

### Output Examples

<figure><img src="/files/LrZrmhXrjiRIJ0AHrGcw" alt="" width="252"><figcaption><p>Input image</p></figcaption></figure>

<div><figure><img src="/files/DIASpKaHznar7cTpNYZm" alt=""><figcaption><p>28,984 tris / Standard quality</p></figcaption></figure> <figure><img src="/files/f01nFK9r9XOoiUw0p5AQ" alt=""><figcaption><p>29,280 tris / High quality</p></figcaption></figure> <figure><img src="/files/oD4Ut5ik7VpGLHAWbOSc" alt=""><figcaption><p>37,784 tris / Ultra quality</p></figcaption></figure></div>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Accessories

For generating accessories we suggest:

* ‘High’ or ‘Ultra’ [generation quality](/creating-assets/prototype-assets#levels-of-quality) to capture all details
* Increasing poly count to at least 30-50K for increased detail
* Uploading more views/angles if available

## Suggested inputs:

### Multiple Views

It is always suggested to upload multiple views as separate images. The more angles, the better.

<figure><img src="/files/q87MJ846o70MrjHiE8uT" alt=""><figcaption></figcaption></figure>

### **Single view**

If uploading a single image, make sure the image shows most of the accessory ⬇️

<figure><img src="/files/FVK6s4HD0M2KRfDtd7zF" alt="" width="375"><figcaption></figcaption></figure>

## ❌Inputs to avoid

The input image should not be showing difficult or incomplete angles.

<figure><img src="/files/QZ9mTexHvzONl7riJgTt" alt="" width="270"><figcaption><p>In this image, the sunglasses are partially hidden.</p></figcaption></figure>

### Output Examples

<figure><img src="/files/8DJkP170tffO91Wc6KK3" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure>

<div><figure><img src="/files/stH5kXkc65hSkq6z8iLc" alt=""><figcaption><p>27,312 tris / Standard quality</p></figcaption></figure> <figure><img src="/files/1edEKHBi3E5zjJCIHffP" alt=""><figcaption><p>92,080 tris / High quality</p></figcaption></figure></div>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Products

For generating products we suggest:

* "Standard" or "High" [generation quality ](/creating-assets/prototype-assets#levels-of-quality)for most cases
* Upping the poly count to at least 30k for increased detail
* Uploading more views/angles if available

## Suggested Inputs:

### Multiple Views

It is always suggested to upload multiple views as separate images. The more angles, the better.

<figure><img src="/files/tLHKEaepts4R0OhgGRQf" alt=""><figcaption></figcaption></figure>

#### Single View

If uploading a single image, make sure the image shows most of the product like the examples below ⬇️

<figure><img src="/files/2z5eo7GeqrOreK5s7fDg" alt="" width="375"><figcaption></figcaption></figure>

## ❌ Inputs to avoid

The input image should not be showing difficult or incomplete angles ⬇️

<figure><img src="/files/5e7pc9uA8rNKFUFZv9oq" alt="" width="375"><figcaption></figcaption></figure>

It should not have more than one object ⬇️

<figure><img src="/files/04BXHbpJWOUVZcdnlX5K" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
To generate multiple objects, check out the [Scene feature](/enterprise-features/scene-functionality).
{% endhint %}

### Output Examples

<div><figure><img src="/files/XG4eTH5ase12UR39dh7v" alt="" width="273"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/rWgVSluJk4WifOpGlHMW" alt="" width="375"><figcaption><p>22,352 tris / Standard</p></figcaption></figure></div>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Structures

For generating structures and buildings we suggest:

* [Game-ready](/creating-assets/game-ready-assets), for realistic textures and higher accuracy in geometry

When generating with[ Prototype assets](/creating-assets/prototype-assets), we suggest:

* "Standard" or "High" [generation quality ](/creating-assets/prototype-assets#levels-of-quality)for most cases (if using [Prototype](/creating-assets/prototype-assets))
* Upping the poly count to at least 30-50K for increased detail
* Uploading more views/angles if available

## Suggested inputs:

### **Multiple views**

It is always suggested to upload multiple views as separate images. The more angles, the better.

<figure><img src="/files/bb4JO0abKImCRJAmAiBk" alt="" width="375"><figcaption><p>Front and top view of house</p></figcaption></figure>

### **Single views**

If uploading a single image, make sure the image shows most of the structure like the examples below ⬇️

<figure><img src="/files/3hWSakJCmsA5CgU2kZhi" alt="" width="375"><figcaption><p>Front and side orthographic views</p></figcaption></figure>

<div><figure><img src="/files/pbIgFROLyUcTjSJpy5AU" alt="" width="188"><figcaption></figcaption></figure> <figure><img src="/files/mxhia22K444pgf5S92Cf" alt="" width="188"><figcaption></figcaption></figure></div>

## ❌ Inputs to avoid

The input image should not have complex background ⬇️

<figure><img src="/files/CQxzHXPN5tD5gUMBKcXt" alt="" width="375"><figcaption></figcaption></figure>

The input image should not be showing difficult or incomplete angles ⬇️

<figure><img src="/files/pCrUdev1WuoqF05S8uYH" alt="" width="375"><figcaption></figcaption></figure>

### Output Examples

<figure><img src="/files/u0uhcfNtEYFZKmyhPlq6" alt="" width="257"><figcaption><p>Input image</p></figcaption></figure>

<figure><img src="/files/Gz0LQZ6sX9ddhnfgQbKF" alt="" width="375"><figcaption><p>12,776 tris / High quality</p></figcaption></figure>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Stylised Trees

{% hint style="info" %}
We currently only generate realistic foliage with the[ Game-ready pipeline](/creating-assets/game-ready-assets).
{% endhint %}

For generating stylised trees we suggest:

* "Standard"  for most cases
* Upping the poly count to at least 10K for increase detail
* Uploading more views/angles if you have them

## Suggested Inputs:

<figure><img src="/files/BfEQnDftIBJrYrvQnYXW" alt="" width="375"><figcaption></figcaption></figure>

<figure><img src="/files/F8LLAyL46wHrqDvc7D6z" alt="" width="375"><figcaption></figcaption></figure>

## ❌ Inputs to avoid

Realistic trees are not currently supported and will be dismissed.

<figure><img src="/files/UHtJXKifzMkNu2qiRYMq" alt="" width="375"><figcaption></figcaption></figure>

### Output Examples

<figure><img src="/files/LZ1ixgoWGZAXBH7o7580" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure>

<figure><img src="/files/wzQeQNiSlvaBGs6J5D6Q" alt="" width="375"><figcaption><p>27,026 tris / Standard quality</p></figcaption></figure>

{% hint style="info" %}
For more examples, see[ Generation Examples](/welcome/get-started/generation-examples)
{% endhint %}


# Scenes

For generating [scenes](/enterprise-features/scene-functionality) we suggest:

* Maximum 20 objects within the scene
* All objects are clearly visible in the image

## Suggested Inputs:

<figure><img src="/files/nSMht1sbtnQbZLdgpWFB" alt="" width="375"><figcaption></figcaption></figure>

## ❌ Inputs to avoid

In the image below, there are too many objects in the scene and multiple objects within the scene are hidden.&#x20;

<figure><img src="/files/GloV9Zx1c4D5Mha0kvEa" alt="" width="256"><figcaption></figcaption></figure>

### Output Examples

<div><figure><img src="/files/uaOkSpMRhwXysK6gNQR2" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/7i6S7qv4IHqxlM4FaNnM" alt="" width="375"><figcaption><p>78,280 tris / Standard quality</p></figcaption></figure></div>

<div><figure><img src="/files/lYKY12ki9RIDV4SuFnkD" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/gViP6RhAH5JPOTEVFvP2" alt="" width="375"><figcaption><p>37,540 tris</p></figcaption></figure></div>


# Game-Ready Assets

| [What is a Game-ready asset?](#what-is-a-game-ready-asset)                |
| ------------------------------------------------------------------------- |
| [Game-ready vs. Game-ready with rig](#game-ready-vs.-game-ready-with-rig) |
| [Generation Settings](#generation-settings)                               |
| [Processing Times](#processing-times)                                     |
| [Upload Base Model](#upload-base-model)                                   |
| [Stages of a Game-ready Asset](#stages-of-a-game-ready-asset)             |

<figure><img src="/files/uuxADsiyr3ZUtZpFtQu7" alt=""><figcaption></figcaption></figure>

Each stage of the game-ready pipeline is processed in sequence. After each step has completed, you'll be able to request revisions free of charge before approving your asset to the next step.

## What is a Game-Ready Asset?

A Game-ready asset is a highly detailed 3D character or prop that is optimised, textured and, if needed, rigged. The normal maps from the high poly geometry will be baked onto the optimised geometry during the texturing stage. Game-ready assets also come with [LoDs (Levels of Detail)](#levels-of-detail-lods), which are lower poly count versions of your asset.&#x20;

***

## Game-ready vs. Game-ready with Rig

We recommend selecting **Game-ready** fo&#x72;**:**

* Static props, AKA props that don't need to animate or be interacted with
* Buildings and modular assets
* Background props

We recommend selecting **Game-ready with Rig** fo&#x72;**:**

* Characters
* Dynamic props, AKA props that need to be animated or can be interacted with, such as vehicles and guns

***

## Describe your asset

Prior to generating your asset, you will be able to configure the settings for your asset.

<figure><img src="/files/SPj7QW2Hh7BDuNAm5ffo" alt="" width="375"><figcaption></figcaption></figure>

### Dimensions

You can customize height, width, and depth for Game-ready assets. This ensures that your 3D models will be properly scaled.

### Tags

You can apply tags to your asset to help you categorize and filter your asset for easy searching in the Assets page.

### Markups

The Markup tool lets you visually communicate specific modeling requirements directly on your input images. Learn more about Markups [here](/creating-assets/game-ready-assets/markups).

### Art Specifications

You can further customize your asset by adding additional notes to specify your asset's art style or any technical requirements. \
\
Art specifications can describe aspects in your asset that may be difficult to convey in your concept art. Example: `Details are not needed for back/bottom parts of the asset.`

### Tech Specifications

Technical specifications can be notes relating to how your asset is generated.&#x20;

Example: `Topology should be most dense in the hair, pivot point should be at the bottom of the model.`

***

## Configure Settings

When creating your asset, you are able to select and deselect any of the stages if you'd like to skip it (excluding Optimized Geometry). Generation settings for Game-ready assets will include fields for texturing, rigging, and LODs. If you'd like to skip a step, simply turn the toggle off for that stage.

<figure><img src="/files/Oo5CUl1MwHNc8pRBNIIB" alt="" width="375"><figcaption></figcaption></figure>

### High Poly Geometry

High Poly Geometry is the first step of the Game-ready pipeline. The high poly model will be used to bake normal maps onto your optimised geometry. Since these models are highly detailed, the polycount can go up to 2,000,000.

{% hint style="info" %}
This step is optional, and can be skipped by switching the toggle off.
{% endhint %}

<figure><img src="/files/UDxXtW5VRSlHyHMbMcqF" alt=""><figcaption></figcaption></figure>

### Optimized Geometry

The Optimized Geometry stage significantly lowers your asset's polycount to ensure smooth implementation into game engines and other applications.

* **LoD0 Target Tris Count** - This will determine your optimized geometry's first Level of Detail.&#x20;
* **Pivot point** - The pivot point options allow you to change the point of reference for rotations, scaling, and transformations. Pivot points give you more control over how objects behave in your scene once exported.
* **Asset pose** - If you'd like your character to be posed a certain way, you can choose between:
  * **Image pose** - the output will follow how your character is posed in your input image
  * **T-pose** - your character will outputted in T-pose
  * **A-pose** - your character will be outputted in A-pose
* **Hair type** - Choose your character's hair type from the dropdown menu:
  * **Hair Cards** (AKA alpha cards): Ideal for real-time rendering.
  * **Sculpted Hair**: Best for non-real-time applications, allowing for complex geometry.
* **Topology requirements** - You can choose between "Quads only" and "Allow tris for optimization." This will determine your asset's topology.&#x20;
  * We suggest:
    * **Quads only** if you'd like to edit your asset after the optimized geometry has completed.
    * **Allow tris for optimization** if you will not be editing your model outside of Kaedim, and exporting the finished asset directly into your game or project.
* **Separate meshes** - You can choose to keep your meshes separate or have them joined during the Optimized Geometry stage. You can also include details on how you'd like to separate them (e.g. Separate meshes by material)

<figure><img src="/files/TqKL8f2UZb88JgESl2UF" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
This step is **required,** because the Optimized Geometry, or LOD0, is used as the base geometry for the following steps.
{% endhint %}

### UV Unwrapping

* **UV preset** - You are able to choose between the Kaedim default or presets you have given us to integrate for your generations.&#x20;
* **Number of UVs** - This will determine the number of UVs your asset will have. We recommend increasing the number of UVs depending on how many separate textures and materials your asset will have. For example, a character may have clothes, accessories, and hair that may require separate UVs.
* **How do you want them separated?** - Please describe how you'd like your UVs separated to ensure the best optimisation for texturing.
* **UDIMs (U-Dimension)** - You can choose to enable or disable UDIMs for your asset's textures.
* **Auto approve** - You have the option to automatically approve the UV step and proceed directly to texturing, eliminating the need for manual approval between steps.

<figure><img src="/files/eeW8wx03i9PcmJc82J7n" alt=""><figcaption></figcaption></figure>

### Texture

* **Texture style**- We have 4 default options to choose from: PBR, Hand-painted, Vertex Colouring, and Photorealistic. If you'd like to use your in-house texture library, please get in touch with us.
* **Texture maps -** Under this dropdown, you will be able to choose which texture maps to include for your textured asset.
  * Texture maps included are:&#x20;
    * DirectX Normal Maps or OpenGL Normal Maps
    * Albedo/Diffuse
    * Specular/Glossiness
    * Roughness/Metalness
    * Ambient Occlusion
    * Displacement
    * Emissive
* **Texture resolution -** Texture resolution refers to the pixel dimensions of each individual texture image file (e.g. 1024x1024, 2048x2048, 4096x4096 etc.)
* **Texture export -** For exporting textures, you can choose between baking textures directly onto your asset or exporting the textures separately.
* **Attach image -** Here you can upload a reference image for your asset's textures. This will help in identifying different textures that will be applied to specific parts of your asset.

<figure><img src="/files/zt5BcrxJlfIDCKDEGgkf" alt=""><figcaption></figcaption></figure>

### Rigging

{% hint style="info" %}
This step is only available within the **Game-ready with Rig** asset type.
{% endhint %}

* **Rig template -** The Kaedim default will rig your asset according to its type. You also have the option to use your own in-house rig templates. If you'd like to add your existing rig templates for your assets, [get in touch with us](https://www.kaedim3d.com/contactUs?subject=Enterprise).
* **Facial rig** - If you are creating a 3D character, you can choose to add a facial rig by checking the box.
* **Describe your rig** - If you have specifications for your rig, you can include them here. For rigged props, you can describe which parts will move and how they will move.

<figure><img src="/files/Ef8ZQUNV30Qw7oqXiorw" alt=""><figcaption></figcaption></figure>

### LoDs

LoDs create lower polycount versions of your asset for optimization. Under the LoDs tab, you can create up to 3 LoDs at different polycounts.\
\
You can input either a target polycount value or a percentage value that derives from the polycount of the optimized geometry to generate your LoDs. Click "Add another" to define settings for additional LoDs.

<figure><img src="/files/C2MzfYPlq37b0aZNCvsn" alt=""><figcaption></figcaption></figure>

### Save Configuration

After you've configured the settings, you can save it for future generations by checking the box next to "Save current configuration."

<figure><img src="/files/1MGZBdmQ5XtxrkWnyUEF" alt="" width="375"><figcaption></figcaption></figure>

The saved configuration will be found under the "Custom" section.

<figure><img src="/files/s9R8dDJoAjUkQQR5dW4T" alt="" width="330"><figcaption></figcaption></figure>

***

### Processing Times

**Simple assets**

Background props and environment assets

<table><thead><tr><th width="312">Stage</th><th>Time estimate</th></tr></thead><tbody><tr><td>High Poly Geometry</td><td>Up to 8 hr</td></tr><tr><td>Optimised Geometry</td><td>Up to 6 hr</td></tr><tr><td>UV unwrapping</td><td>Up to 8 hr</td></tr><tr><td>Texturing</td><td>Up to 8 hr</td></tr><tr><td>Rigging</td><td>Up to 2 hr</td></tr><tr><td>Levels of Detail (LoDs)</td><td>Up to 2 hr</td></tr></tbody></table>

**Complex Assets**

Characters and hero assets

<table><thead><tr><th width="312">Stage</th><th>Time estimate</th></tr></thead><tbody><tr><td>High Poly Geometry</td><td>Up to 20 hr</td></tr><tr><td>Optimised Geometry</td><td>Up to 16 hr</td></tr><tr><td>UV unwrapping</td><td>Up to 10 hr</td></tr><tr><td>Texturing</td><td>Up to 20 hr</td></tr><tr><td>Rigging</td><td>Up to 4 hr</td></tr><tr><td>Levels of Detail (LoDs)</td><td>Up to 6 hr</td></tr></tbody></table>


# Markups

The Markup tool lets you visually communicate specific modeling requirements directly on your input images. Use it to highlight areas that need specifications such as detail levels, alphas, or custom instructions.

## How to use the Markup feature

1. **Upload** your input images.

<figure><img src="/files/LtaT98KGvaAE7Q8064i8" alt="" width="375"><figcaption></figcaption></figure>

2. Click **“Add Markups.”**

<figure><img src="/files/ZHu9sKF4OTaU4K85qsWj" alt="" width="375"><figcaption></figcaption></figure>

2. **Click and drag** to start a shape, then **click to add points**. **Click on the starting point** to close the shape.

<figure><img src="/files/8jsH6mLOzVPFgUktPFpY" alt=""><figcaption></figcaption></figure>

2. **Select a type**:

* High polycount
* Low polycount
* Alpha cards
* Custom note (add any instructions)

<figure><img src="/files/efTZqIFBUaZMNDvlpRRZ" alt="" width="375"><figcaption></figcaption></figure>

5. **Optional:** Add notes to any markup.

<figure><img src="/files/dXd8MhsfOfTjo5f4UJWp" alt=""><figcaption></figcaption></figure>

6. **Save** your markups.

<figure><img src="/files/Rz7cAGQAaLfgFUmITIx5" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
You can add multiple markups per image, and apply markups to multiple uploaded images.
{% endhint %}


# Upload Base Model

{% embed url="<https://youtu.be/cUJmoTHQlW8>" %}
Learn how to upload a base model
{% endembed %}

Base models act as a guide for accessory, clothing, or even hair assets. Once your asset has finished generating, it will be placed on the base model with the correct scale and proportions.&#x20;

<figure><img src="/files/ukqZXcLZZOqrHsFNG7Je" alt="" width="305"><figcaption></figcaption></figure>

{% hint style="info" %}
Uploading a base model is optional.
{% endhint %}

### How to create an asset with a base model

To generate an asset with a base model, upload an image in the image upload box and upload an FBX file of up to 50mb in the "Base Model" upload box.

<figure><img src="/files/zmba1yWP29dv7LKbGs1P" alt="" width="563"><figcaption></figcaption></figure>

Your previously uploaded base models will auto-populate in the dropdown for easy access.

{% hint style="info" %}
To view your base model in a 3D viewer, simply hover over the uploaded model and click the zoom icon, as seen below:
{% endhint %}

<div><figure><img src="/files/WbLbw64qH2VtcbMjEbXQ" alt="" width="239"><figcaption></figcaption></figure> <figure><img src="/files/jHr1UfDfmQPlBBKzX4eY" alt="" width="375"><figcaption></figcaption></figure></div>

Your generated asset will be placed on your base model to help you ensure that proportions and scaling are to your liking.

<figure><img src="/files/gYS7Ij2lWLomHIsGKup4" alt="" width="375"><figcaption></figcaption></figure>


# Block Models

Block models can be batch uploaded to determine dimensions for your generations.&#x20;

When generating an asset, you can select a block model to be used from your uploaded library of models. The selected block model will act as a guide for meshes to be constructed within the geometry of that block model. This ensures that your generations are at the correct scale.

The finished model will contain the final asset without the block model.


# Stages of a Game-Ready Asset

The Game-Ready pipeline has 6 different stages to ensure your asset is prepared for implementation into your game once it is completed. At every stage, you have the opportunity to review and request revisions, giving you full control over your asset throughout the entire process.

### High Poly Geometry

<figure><img src="/files/tpRy4a7LTAXSk1llNhKX" alt=""><figcaption></figcaption></figure>

The first step of the pipeline is high poly geometry.  This version of your asset can reach up to 2,000,000 polys, which allows for a highly detailed sculpt. This provides the normal maps to bake onto your optimised asset.

### Optimised Geometry

<figure><img src="/files/8UxBgM9RwMa0Y3im3wyK" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/oUma92mFo5M0Aer1pfIl" alt=""><figcaption></figcaption></figure>

The optimised geometry step provides a version of your asset that has a lower polycount, ensuring smoother and faster implementation into your games. The maximum polycount for this stage is 300,000. This optimised version features clean topology that allows for the subsequent stages - texturing and rigging.

### UV Unwrapping&#x20;

<figure><img src="/files/lPWf9v15537YLTqcRM3s" alt=""><figcaption></figcaption></figure>

Your asset's UV map is a 2D representation of the surface of your 3D model. The UV Unwrapping step ensures efficient use of texture space, allowing for textures to be accurately applied to your 3D model.&#x20;

### Texturing&#x20;

<figure><img src="/files/NTNT9nhC07c5JSGpB5V3" alt=""><figcaption></figcaption></figure>

Our Texturing feature outputs high quality textures in a variety of styles. During the texturing stage, normal maps will be baked onto your asset from the high poly geometry step.

{% hint style="info" %}
Our new texturing feature outputs a significant improvement from our Texturing BETA release.
{% endhint %}

After geometry is approved, your model will start the texturing process. You can use our default materials or import your own material library. Normal maps from the sculpt will be baked onto the optimised model during this step as well.

The texture maps included are:

* DirectX Normal Maps or OpenGL Normal Maps
* Albedo/Diffuse
* Specular/Glossiness
* Roughness/Metalness
* Emissive

### Texturing Styles

#### Stylised PBR (Physically Based Rendering)&#x20;

<div><figure><img src="/files/33C4lF8n9uDIFrUzY0KM" alt=""><figcaption></figcaption></figure> <figure><img src="/files/jad6D32uQ9F9FeGxMdrq" alt=""><figcaption></figcaption></figure></div>

Stylised PBR Texturing provides non-photorealistic, stylised textures that still utilise the principles of PBR. This allows for realistic lighting and material properties while maintaining an artistic, hand-painted look.

#### Hand-painted

<figure><img src="/files/eMcforeBqLLWDNcmap5c" alt="" width="375"><figcaption></figcaption></figure>

The hand-painted texture style is a stylided PBR approach that uses different maps to create a vibrant, cartoon-like look.

#### Photorealistic

<figure><img src="/files/NjWBYbgHG7CgR7Sqs2SM" alt=""><figcaption></figcaption></figure>

Realistic PBR texturing involves creating highly detailed and accurate texture maps that mimic real-world material properties when used with a PBR rendering pipeline.

#### Custom Texturing

In addition to the Kaedim default texturing styles, you are also able to incorporate your in-house textures and materials for your generated assets. Please reach out to us if you'd like to use your own custom library.

### Rigging

<figure><img src="/files/xGqTfpEJJbHsbrdmZu1n" alt=""><figcaption></figcaption></figure>

Rigging involves creating a hierarchical system of bones/joints that act as the internal skeleton for a 3D character or object model. This skeleton is bound to the 3D mesh, allowing the vertices of the mesh to deform naturally as the bones are rotated and translated.

The rigging step provides a ready-to-use rig that enables you to animate all parts of your asset. This step can be completed with the Kaedim default rig or your own, in-house rig templates.

### Levels of Detail (LoDs)

<figure><img src="/files/g3c6o8JhSkGKNPoVBmWZ" alt=""><figcaption></figcaption></figure>

With our LoDs feature, you can create multiple lower-resolution versions of your generated model. This feature allows you to create multiple versions of your model at lower polycounts to ensure optimisation for any platform.

{% hint style="info" %}
Our new LoDs feature outputs a significant improvement from our LoDs BETA release.
{% endhint %}

Once you click submit, your LoDs will start generating.

Once the LoDs have finished generating, you will be able to download the LOD stage, and you can find all versions within one file.

{% hint style="info" %}
Learn how to export your asset [here](/managing-assets/exporting-assets/download).
{% endhint %}


# Prototype Assets

<figure><img src="/files/3EN4wytFWPpU1EcnncCG" alt="" width="563"><figcaption></figcaption></figure>

Prototype assets output **only** 3D geometry. Once finished, you will be able to [request revisions](/reviewing-assets/request-revisions), [upgrade the quality](/reviewing-assets/request-revisions#upgrade-quality), [use the fill colour tool](/creating-assets/prototype-assets/manual-fill-colour) to add colour to your model, and [upgrade to game-ready ](/creating-assets/prototype-assets/upgrade-to-game-ready)to add textures and rigs.

<figure><img src="/files/PS0TsY29GTcOXnoQKs8N" alt="" width="563"><figcaption></figcaption></figure>

| [Generation Settings](#generation-settings)                                      |
| -------------------------------------------------------------------------------- |
| [Levels of Quality](#levels-of-quality)                                          |
| [Processing Time](#processing-time)                                              |
| [Manual Fill Colour](/creating-assets/prototype-assets/manual-fill-colour)       |
| [Upgrade to Game-Ready](/creating-assets/prototype-assets/upgrade-to-game-ready) |

## Generation Settings

### Dimensions

You can set the height of your asset here. Width and depth will be scaled proportionally.

<figure><img src="/files/0hmKpovXMknVWwVfk7F4" alt="" width="303"><figcaption></figcaption></figure>

### Tags

You can apply tags to your asset to help you categorize and filter your asset for easy searching in the Assets page.

<figure><img src="/files/PrtIOO5ExjkpxjmbTdGy" alt="" width="375"><figcaption></figcaption></figure>

### Level of Quality

We offer 3 levels of quality for Prototype assets: Standard, High, and Ultra. The level of quality you choose will determine how much detail is captured in your 3D asset.&#x20;

The recommended generation quality depends on the complexity of your model. Simple models can be created using the "Standard" option. If you have a more complex model, or would prefer a higher-detailed generation, select "High" or "Ultra".

<figure><img src="/files/H1YXhxUgZOP9lO27jB9j" alt="" width="563"><figcaption></figcaption></figure>

Click on "*Compare qualities"* to open a pop-up with 3D viewers for each of the different quality levels.

<figure><img src="/files/SpARDdiu50QTGMLGf3YE" alt=""><figcaption></figcaption></figure>

### Max Polycount

The max polycount determines the density of your polygons and the amount of detail that will be captured.

<figure><img src="/files/jyXcwKpRTAcGMRQCMibq" alt="" width="563"><figcaption></figcaption></figure>

***

## Quality Level Examples

### Standard Quality

Standard has a base poly count setting of 30,000. This quality level will capture the silhouette of your model and basic details. This quality may not be ale to capture more intricate detailing.

&#x20;We recommend using this quality level for small props or environment assets.

<div><figure><img src="/files/Y4TT9r2qaWDDBxH9UhjK" alt="" width="142"><figcaption></figcaption></figure> <figure><img src="/files/g99RVkAJoDpxBzf2jH65" alt="" width="354"><figcaption><p>16,850 tris</p></figcaption></figure></div>

<div><figure><img src="/files/hm2GI8C9eSYUiI6IA6DV" alt="" width="79"><figcaption></figcaption></figure> <figure><img src="/files/TqSVFH0ueUlyENi4X2Wh" alt="" width="296"><figcaption><p>7,824 faces</p></figcaption></figure></div>

<div><figure><img src="/files/I9HPTjboccilsJy0tnFc" alt="" width="57"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/N9GrQedgff4z4PaWluOr" alt="" width="331"><figcaption><p>6,564 faces</p></figcaption></figure></div>

### High Quality

High has a base poly count setting of 100,000 polys. This is best for more intricate models that require finer detail.

<div><figure><img src="/files/DUJ4zN4SN0pJSq0mcvql" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/Dxe7ADb2mtghoonKvm3K" alt=""><figcaption><p>17,792 faces</p></figcaption></figure></div>

<div><figure><img src="/files/qTZh0MARYajfztD9fext" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/Yx18gUH7tajDXP3NYJfw" alt=""><figcaption><p>12,998 faces</p></figcaption></figure></div>

<div><figure><img src="/files/mlPvOnbYcWY292CEFhwj" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/r8hdZ1oHMUG5jNaSoEht" alt="" width="563"><figcaption><p>28,198 faces</p></figcaption></figure></div>

<div><figure><img src="/files/aFGUyj8VdIbH2gnzVB8f" alt="" width="375"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/3lMLK91CcTNHW8LhbHz3" alt="" width="563"><figcaption><p>59,108 faces</p></figcaption></figure></div>

### Ultra Quality

Ultra has a base poly count setting of 300,000 polys. This works best for complex models that need to capture the most detail possible, such as small details and beveled edges.

{% hint style="info" %}
If you'd like to create a textured, rigged, and optimised hero character or a key asset, we recommend using the [Game-ready pipeline.](/creating-assets/game-ready-assets)
{% endhint %}

<div><figure><img src="/files/wmOt6ASnn7cUYPVngZgT" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/7J6uQqRpJOL1LGYhY9mK" alt="" width="563"><figcaption><p>84,304 faces</p></figcaption></figure></div>

<div><figure><img src="/files/Hs0OiBSvIv6Wgst0nlnx" alt="" width="563"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/Vnysf8rFglhoUJhhNWr9" alt=""><figcaption><p>113, 268 faces</p></figcaption></figure></div>

***

## Comparing the Levels of Quality

<div><figure><img src="/files/2InKt1Hbiyst6n1KRpGu" alt="" width="188"><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/QLYvxAPqKxRLDfNGM53d" alt=""><figcaption><p>Organic model - Standard / High / Ultra</p></figcaption></figure></div>

<figure><img src="/files/C6YC6N3NRtR1BJoZ1cmN" alt="" width="375"><figcaption><p>Input Image</p></figcaption></figure>

<figure><img src="/files/xSBJPwYt7si89gc0iZhe" alt=""><figcaption><p>Hard Surface model - Standard / High / Ultra</p></figcaption></figure>

{% hint style="info" %}
If you'd like to texture your Prototype asset and have access to the Game-Ready Pipeline, you can do so by [Upgrading your asset to Game-Ready](/creating-assets/prototype-assets/upgrade-to-game-ready).
{% endhint %}

***

## Processing Time

The processing time on your 3D generations can vary depending on generation quality:

<table><thead><tr><th width="138">Quality</th><th>Priority 1</th><th>No priority</th></tr></thead><tbody><tr><td>Standard</td><td>~ 20 min.</td><td>~6hr</td></tr><tr><td>High</td><td>~ 40 min.</td><td>~12hr</td></tr><tr><td>Ultra</td><td>~ 80 min.</td><td>~24hr</td></tr></tbody></table>

{% hint style="info" %}
Generation times can also vary depending on how busy the platform is.&#x20;
{% endhint %}


# Manual Fill Colour

{% hint style="info" %}
Only available for Prototype assets.
{% endhint %}

{% embed url="<https://youtu.be/5-MrPHFy-Rk>" %}
See how Manual Fill Colour works
{% endembed %}

<figure><img src="/files/CNHUXXCUSXcAIRwafnin" alt=""><figcaption></figcaption></figure>

Once you reach the texturing stage for a Prototype asset, you will have the option to use the Fill Colour tool to colour your asset.

Once you click on "Manual fill colour," the fill colour tool will open up on the left panel.&#x20;

Here, you can apply colours to each of your model's meshes. There are three of ways to select a colour:

* Use our colour palette
* Enter the hexadecimal or RGB values of your desired colour
* Get exact colours from your sample image or uploaded image by clicking anywhere on the input image

### Custom

| <p>To colour a mesh, pick a colour using any of the provided methods. Then, click on the part of the mesh that you want to add the colour to. The mesh will be highlighted with a light red outline. </p><p></p><p>Repeat the process until you have applied colour to all the desired meshes. </p> | <img src="/files/vnHOsVlgpp8FnNznK3fv" alt="" data-size="original">                                                                                                                                  |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| <img src="/files/AxSeGrx9SFAgpbbrNBtV" alt="" data-size="original">                                                                                                                                                                                                                                 | <p></p><p>Additionally, you can select from different texturing materials:</p><ul><li>Metallic</li><li>Matte</li><li>Glossy</li><li>Transparent</li><li>Mirror</li><li>Glossy Metal</li></ul><p></p> |
| Your recent colours will be added under the slider, so that you can easily select a previously used colour.                                                                                                                                                                                         | <img src="/files/MPhacVVXluXW1wziuiHS" alt="" data-size="original">                                                                                                                                  |

### Image Sampling

| To sample from your image, click anywhere on your input image to select a colour.            | <img src="/files/Vu5xd2bDSmgkCTXLsEf7" alt="" data-size="original"> |
| -------------------------------------------------------------------------------------------- | ------------------------------------------------------------------- |
| <img src="/files/CH7FlaWzm8QjfJRIV46D" alt="" data-size="original">                          | Next, click on a mesh to apply the selected colour.                 |
| You can also upload a different image to colour pick from using the "Upload another" button. | <img src="/files/gMJbhBhdYjkSPEHU798Q" alt="" data-size="original"> |

To reset your colouring, simply click "Reset."

<figure><img src="/files/Ftx63mJhwiKJ7zB3aohZ" alt=""><figcaption></figcaption></figure>

Once you click "Save," your coloured model will be saved as a version under the texturing stage.

<figure><img src="/files/5mLpF5VoJkXUFh4Gjpkg" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/dTG4rbVuHlwRtflSKyep" alt=""><figcaption></figcaption></figure>


# Upgrade to Game-Ready

After your Prototype asset has completed, you have the option to upgrade it to Game-ready.

{% embed url="<https://youtu.be/2MBeaJMJNPc>" %}
See how Upgrade to Game-Ready works
{% endembed %}

After approving the optimized geometry, click "Upgrade to texture" to upgrade your asset to Game-ready.

<figure><img src="/files/kcPiSDuAO1OR1vn5Hl0L" alt="" width="375"><figcaption></figcaption></figure>

A pop-up will appear, and you can customize your generation settings for your Game-ready model.

<figure><img src="/files/PTg98BkVlezHRTxMAjhm" alt=""><figcaption></figcaption></figure>

Here, you can configure UV unwrapping, texturing, and LOD settings.

Once you've finished configuring the settings, click "Process texture." Your Game-ready asset will start processing according to the settings you inputted.

{% hint style="info" %}
Learn more about Game-ready generation settings [here](/creating-assets/game-ready-assets#generation-settings).
{% endhint %}


# Assets Page

Where all your generated assets will live.

<figure><img src="/files/bfThFZ60NsWzuaYIO9MA" alt=""><figcaption></figcaption></figure>

### Asset card view

<figure><img src="/files/BVBg4Zt3BV3IbQ8xUkya" alt=""><figcaption></figcaption></figure>

When you click on an asset in the Asset page, it will expand to a card view with two 3D viewers and more information about your asset.

| Table of contents                                                                            |
| -------------------------------------------------------------------------------------------- |
| [Asset Status](/managing-assets/asset-status)                                                |
| [3D Viewer](/reviewing-assets/3d-viewer)                                                     |
| [Request Revisions](/reviewing-assets/request-revisions)                                     |
| [Upload version (Game-ready)](/reviewing-assets/request-revisions/upload-version-game-ready) |
| [Download](/managing-assets/exporting-assets/download)                                       |
| [Cancel Processing Generation](/removing-assets/cancel)                                      |
| [Share](/managing-assets/exporting-assets/share)                                             |
| [Asset Management](/creating-assets/assets-page/asset-management)                            |
| [Folders](/groups)                                                                           |
| [Filters](/filters)                                                                          |


# Asset Management

Organise and manage your Kaedim assets

| Table of Contents               |
| ------------------------------- |
| [Folders](/groups)              |
| [Filters](/filters)             |
| [Notifications](/notifications) |


# Asset Types

On our create page, there are five asset types to choose from. These assets will have different generation settings.

All Kaedim models are guaranteed:

* Made with quads
* Watertight
* Clean topology
* Separate meshes

### Prototype

<div><figure><img src="/files/VN8mE2QRJ7rG122SC3V5" alt="" width="563"><figcaption></figcaption></figure> <figure><img src="/files/OgBDIIJTc6DfTlkrlhGE" alt=""><figcaption></figcaption></figure></div>

Prototype assets are perfect are perfect for blockouts and provide a good starting point for your game characters and environment assets. The clean quad topology makes them easy to edit, build upon, or add directly into your game.&#x20;

{% hint style="info" %}
Learn how to [create a prototype asset.](/creating-assets/prototype-assets)
{% endhint %}

### Game-ready&#x20;

<div><figure><img src="/files/5dWbqIUcOGhJA580OylB" alt=""><figcaption></figcaption></figure> <figure><img src="/files/NCDuJEALcOLi12GRY010" alt=""><figcaption></figcaption></figure></div>

This asset type provides fully textured, high quality props that you can add directly into your game. This asset type does not include the rigging step, and is best for static props and background assets. We offer two styles for texturing: PBR and hand-painted. Customisation options are available if you have your own in-house texture library.&#x20;

**What's included:**

* High poly geometry
* Optimised geometry
* Texturing
* LoDs

{% hint style="info" %}
Learn how to [create a game-ready asset.](/creating-assets/game-ready-assets)
{% endhint %}

### Game-ready with rig

<div><figure><img src="/files/8KnybL1rFKWyZBGChWRi" alt="" width="563"><figcaption><p>Stylised textured and rigged character</p></figcaption></figure> <figure><img src="/files/NpXorbXw5QP7fkxHGAA6" alt="" width="563"><figcaption><p>Textured and rigged character</p></figcaption></figure></div>

This asset type provides fully textured and rigged characters that you can edit at any stage of the pipeline.  You are able to request revisions at any stage in the process. For example, you can request revisions for textures, rigs, LODs, etc. If you have in-house rig templates, we are able to integrate it into the app for your generations.

**What's included:**

* High poly geometry
* Optimised geometry
* Texturing&#x20;
* Rigging&#x20;
* LODs

{% hint style="info" %}
Learn how to [create a game-ready asset.](/creating-assets/game-ready-assets)
{% endhint %}

### Scene

<figure><img src="/files/gViP6RhAH5JPOTEVFvP2" alt="" width="375"><figcaption><p>37,540 tris</p></figcaption></figure>

Scenes give you the ability to generate multiple objects at once. Simply upload an image of your scene, and Kaedim will automatically identify the different objects, generate them, and place them in the correct positions.

{% hint style="info" %}
Learn how to [create a scene.](/enterprise-features/scene-functionality)
{% endhint %}

{% hint style="info" %}
Game-ready props and Game-ready characters are currently only available for Pro and Enterprise plans.&#x20;

Scenes are only available for Enterprise.
{% endhint %}

### Upload 3D Model

<figure><img src="/files/v4D1TZxRalbxz8j404kl" alt=""><figcaption></figcaption></figure>

To upload your 3D model, make sure it is in an FBX file format and is under 50MB. Uploading your model gives you the ability to use Kaedim's suite of tools on any of your existing models.

{% hint style="info" %}
Learn how to[ upload a 3D model.](/creating-assets/upload-a-3d-model)
{% endhint %}


# Upload a 3D Model

### What is the purpose of uploading a 3D model to Kaedim?

The upload functionality allows you to import your own 3D models into our platform. This allows you to request revisions on your own existing 3D models.

***

### How it works

<figure><img src="/files/MXsGHmd9UyaSKuEskmW5" alt="" width="375"><figcaption></figcaption></figure>

Once your model has been uploaded, you can mark whether or not your model is textured.

{% hint style="info" %}
You can upload an FBX file up to 50MB. Please note that topology will **not** be reworked for uploaded models.
{% endhint %}

<figure><img src="/files/Lax2KpIn1qj6lYYQY6sR" alt="" width="375"><figcaption></figcaption></figure>


# 3D Viewer

The 3D viewers give you the ability to compare the different versions of your asset.

{% embed url="<https://youtu.be/np_YBt3mkGg>" %}
Learn how to use the 3D viewers
{% endembed %}

### 3D Model Viewer

The central panel displays the current state of the 3D asset.

* **Interactive controls** allow you to rotate, zoom, and pan the model.
* **View mode toggles** in the top-right of the viewer let you switch between:
  * Dimensions view
  * Wireframe overlay
  * Shaded or material preview

### Drag and drop

On the right, you'll see which versions of your asset you have selected. You are also able to drag and drop different versions onto the panels to view them in the 3D viewer.

<figure><img src="/files/Jhd4np9m2d2WJWUgZm1K" alt=""><figcaption></figcaption></figure>

### Step Action Menu

<div><figure><img src="/files/x5p1abuerWkCduPgtENg" alt="" width="563"><figcaption></figcaption></figure> <figure><img src="/files/JaqBw9zzNh7adEiAVXWq" alt="" width="114"><figcaption></figcaption></figure></div>

Accessed by clicking the **ellipses (⋯)** icon next to any step.

* From here, you may:
  * **Delete** the latest eligible step (if it is in “For Review” or “Finished Processing” status)
  * **Cancel** a generation (if the status is “In Queue”)
  * **Share** your asset with a shareable link to the specific step for external viewing

> 🔒 Some options may be disabled based on the step's position or state.


# Lighting/Display Options

The 3D Viewer includes several lighting and display controls to help you inspect your assets under different conditions. These settings are purely for visualization and do not modify your model or textures.

{% embed url="<https://youtu.be/NxUJBVP7e_0?si=idWET7eAlQLLNaMp>" %}

## Lighting Presets

Choose from multiple environment lighting presets to preview your model under different lighting conditions.

Available presets:

* **Studio** – Neutral lighting for general inspection.
* **Forest** – Soft outdoor lighting with natural ambient light.
* **Panorama** – Bright, evenly lit environment for evaluating materials.
* **Warehouse** – High-contrast lighting that makes surface details and normals easier to inspect.

Different lighting environments can reveal details that may be less visible under other conditions, making it easier to review geometry, materials, and normal maps.

<figure><img src="/files/QSFUta3DfmuDiZZp2iNZ" alt="" width="425"><figcaption></figcaption></figure>

## Rotate Environment Lighting

You can rotate the environment lighting to view your model from different lighting angles.

**Shortcut**

* **Windows:** `Alt + Left Click + Drag`
* **macOS:** `Option + Click + Drag`

This allows you to inspect how lighting interacts with different parts of the model without rotating the asset itself.

<figure><img src="/files/6TyDPMNZt5gFSZf35yyV" alt=""><figcaption></figcaption></figure>

***

## Background Mode

Switch between light and dark backgrounds depending on your preference or the asset you're reviewing.

Available options:

* **Light Background**
* **Dark Background**

Different backgrounds can improve visibility depending on the colors and materials of your model.

<div><figure><img src="/files/ACHsRkFjyHlESOWb7cRs" alt=""><figcaption></figcaption></figure> <figure><img src="/files/0Ufi4Th4EiS14ZZjVUBe" alt=""><figcaption></figcaption></figure></div>

***

## Normal Map Display

Preview your normal maps using either of the two common rendering conventions:

* **OpenGL**
* **DirectX**

This helps verify that your normal maps appear correctly for your target engine or workflow.

<div><figure><img src="/files/uU88lieM2MHFwnsedQ6e" alt=""><figcaption></figcaption></figure> <figure><img src="/files/IvySWRLv1sVi3ojafxLO" alt=""><figcaption></figcaption></figure></div>

> **Note:** If your normal map appears inverted or surface details look incorrect, try switching between OpenGL and DirectX modes.

***

## Tips

* Use **Warehouse** lighting when checking surface detail and normal maps.
* Rotate the environment lighting to inspect reflections and subtle material changes.
* Switch between light and dark backgrounds when reviewing assets with very bright or very dark textures.


# Outliner

The outliner lets you view each individual mesh of your model. You can also toggle visibility and enable transparency for specific parts, making detailed reviews easier and more efficient.

<figure><img src="/files/7CHY7pwGrKyLS2VNVjLk" alt=""><figcaption></figcaption></figure>


# Geometry Details

Located in the top center of the interface.

Displays real-time statistics of the current 3D mesh:

* **Objects**: Number of distinct mesh objects
* **Edges**: Total edge count
* **Vertices**: Number of vertex points
* **Faces**: Polygon face count
* **Tris**: Total triangle count (converted from faces

<figure><img src="/files/ifxzkBmcNy3ibh7tLir2" alt="" width="563"><figcaption></figcaption></figure>


# Select Meshes

You can select the separate meshes of your asset to see its number of edges, vertices, faces, and tris by simply clicking on a mesh. Selected meshes will be highlighted as seen below, and you can view their details in the top left of the 3D viewer.

<figure><img src="/files/ZGEaKPVn6r7vyKpJtIjU" alt=""><figcaption></figcaption></figure>


# Model Views

<figure><img src="/files/vYMvu4p0SPrpxwQ9olpe" alt="" width="375"><figcaption></figcaption></figure>

We offer 3 mesh view options within the 3D viewer:

* Wireframe view
* Transparent wireframe view
* Gray material view

<div><figure><img src="/files/pZmbHY0wnlbUpaWxO9tb" alt="" width="375"><figcaption><p>Wireframe view</p></figcaption></figure> <figure><img src="/files/lekEel6vSYM5VsBcYtj3" alt="" width="375"><figcaption><p>Transparent wireframe view</p></figcaption></figure> <figure><img src="/files/GVvn4evxVCMdIAJUa9KA" alt="" width="375"><figcaption><p>Gray material view</p></figcaption></figure></div>


# Show Rig

<figure><img src="/files/A1O4vpSaOQrqIPY8QAhg" alt="" width="89"><figcaption><p>Show rig button</p></figcaption></figure>

So long as your rig has finished processing, you will be able to view it at any time using the "Show rig" button. You will be able see a preview of the bones included in your rig.&#x20;

<figure><img src="/files/tPSmQhOeyWPirZDihRWp" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
To view the rig in detail, we suggest exporting the rigged asset and opening it in your preferred 3D modelling software.

<img src="/files/PrS1yhIHW84czgwkeysJ" alt="" data-size="original">
{% endhint %}


# Show UV/Texture Maps

<figure><img src="/files/dwuRA7QvBWNIO1uH6iAb" alt=""><figcaption><p>Show UV/Texture Maps button</p></figcaption></figure>

Located on the left side of the interface, this can be accessed by clicking the "Show UV maps" button if the UV or Texturing stages of your asset are For Review or Complete.

* Displays the **UV layout** for the asset.
* You can view and switch between **multiple UV map types** (e.g., base color, roughness, AO) using the thumbnail swatches at the bottom.
* Includes buttons to **zoom** and **enter fullscreen** mode for detailed inspection.

<figure><img src="/files/wC0dJw6wft6YInQAuUul" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If you'd like to choose which texture maps to include when creating your asset, see [here](/creating-assets/game-ready-assets#generation-settings).
{% endhint %}


# UV Viewer

The UV Evaluator allows you to easily inspect UVs within the app and side-to-side with your asset.

<figure><img src="/files/e2pHSrF3eZGfENoBkave" alt="" width="563"><figcaption></figcaption></figure>

This inspector allows you to zoom and pan around the UV space. You are also able to expand the viewer for a larger view of your UVs.

<figure><img src="/files/6nouP4MICTF4kONUs7NH" alt=""><figcaption><p>Expanded UV viewer</p></figcaption></figure>

{% hint style="info" %}
For a more thorough inspection of UVs, we have the [Texel Density Inspector](/enterprise-features/texel-density-inspector) available as an Enterprise feature.
{% endhint %}


# Request Revisions

<figure><img src="/files/JZQ8QFc85JCE2lTqbuQi" alt="" width="225"><figcaption></figcaption></figure>

Requesting revisions allow you to ask for edits on your asset. You can request revisions for any generated or uploaded asset once the [asset status](/managing-assets/asset-status) is "For Review."&#x20;

{% embed url="<https://youtu.be/FUWAOKHVeXY>" %}

{% hint style="info" %}
You cannot request revisions for a completed stage. However, you can request revisions for your most recent iteration in the current step that is "For Review."
{% endhint %}

### Annotate

After clicking "Request revision," you'll be able to annotate on your images on the right panel. There are a variety of shapes to choose from, such as a rectangle, ellipse, or arrow.<br>

<figure><img src="/files/HkNResaBWIgI7t9EdUV0" alt=""><figcaption></figcaption></figure>

### Screenshot

Alternatively, you can also click "Take Screenshot" on an asset's 3D viewer to automatically open the iteration view. This will save a screenshot of your view and add it to your iteration images, allowing you to annotate directly on them.

<figure><img src="/files/VSviVC8vW8mCwTo0a3wS" alt="" width="375"><figcaption></figcaption></figure>

### Add Image

If you'd like to add images for your revision request, you can do so by clicking the left-most button next to the iteration image thumbnails.

<figure><img src="/files/ocVHqhNBOa8bJmmCzgmb" alt="" width="375"><figcaption></figcaption></figure>

### Add UV/Texture Images

If your asset is in the For Review stage in the UV/Texture step, you'll also see the UV/Texture maps in the Upload Image modal. You can select these maps to add them to the Annotation panel and send any feedback if needed.

<figure><img src="/files/JhIiZIraREl3z0f9ko0F" alt="" width="563"><figcaption></figcaption></figure>

### Feedback Bubbles

<figure><img src="/files/howIrUyUQ0VsylUW3L0q" alt=""><figcaption><p>Feedback marker button</p></figcaption></figure>

When the feedback marker is toggled on, you can place numbered markers directly on your screenshot or uploaded image. Each marker will correspond to a numbered text box under the feedback section on the right, where you can provide detailed feedback for the specified markers.

<figure><img src="/files/n8lSDr5OJoMgWNZvPZoP" alt=""><figcaption></figcaption></figure>

To create markers for the next number, click "Add feedback item."

<figure><img src="/files/3suLYgw4UHYahmopfgUv" alt="" width="230"><figcaption></figcaption></figure>

This will generate a new feedback entry, allowing you to place additional bubbles on your image for the corresponding feedback item.

{% hint style="info" %}
Your revisions are automatically saved, which means you can exit the request revision modal and come back to it later.
{% endhint %}

{% hint style="info" %}
Learn how to view images and text feedback from completed revision requests [here](/reviewing-assets/request-revisions/revision-details).
{% endhint %}

### Approve with revision

<figure><img src="/files/MwqkuKQmm9rFzNFHzn7V" alt=""><figcaption></figcaption></figure>

In addition to the "Request Revision" button - which processes your updated asset and marks it for review once complete - there's also an "Approve with Revision" option. This instantly approves your changes after processing and moves the asset to the next stage in the pipeline.


# Request Revisions for Prototype Assets

To request a revision for your Prototype asset, click the "Request Revision" button.&#x20;

{% hint style="info" %}
This button will only be enabled if the asset status is "For Review"
{% endhint %}

You will see this screen:

<figure><img src="/files/vZ4o7rRFkD6Fmvcd4GpT" alt=""><figcaption></figcaption></figure>

Here, you can annotate on images or screenshots of your model.

To take a screenshot, click the "Screenshot" button on the top right of the 3D viewer.

<figure><img src="/files/WUyQzjrhvZxMDlimHhfv" alt="" width="205"><figcaption></figcaption></figure>

After you have added your annotated images, you can then add text feedback to further specify the edits you'd like to make:

<figure><img src="/files/g3or1rxMaLO65mSBjKvR" alt="" width="375"><figcaption></figcaption></figure>

### Increase Max Polycount

<figure><img src="/files/LM7raCZHR5YTcHBATEtQ" alt="" width="337"><figcaption></figcaption></figure>

If you'd like to increase the max polycount on your model to account for revisions, added detail, and smoother edges, you can do so within the "Request Revision" screen.


# Request Revisions

{% hint style="info" %}
You cannot request revisions for a completed stage. However, you can request revisions for your most recent iteration in the current step that is "For Review."
{% endhint %}

### Annotate

After clicking "Request revision," you'll be able to annotate on your images on the right panel. There are a variety of shapes to choose from, such as a rectangle, ellipse, or arrow.<br>

<figure><img src="/files/HkNResaBWIgI7t9EdUV0" alt=""><figcaption></figcaption></figure>

### Screenshot

Alternatively, you can also click "Take Screenshot" on an asset's 3D viewer to automatically open the iteration view. This will save a screenshot of your view and add it to your iteration images, allowing you to annotate directly on them.

<figure><img src="/files/VSviVC8vW8mCwTo0a3wS" alt="" width="375"><figcaption></figcaption></figure>

### Add Image

If you'd like to add images for your revision request, you can do so by clicking the left-most button next to the iteration image thumbnails.

<figure><img src="/files/ocVHqhNBOa8bJmmCzgmb" alt="" width="375"><figcaption></figcaption></figure>

### Add UV/Texture Images

If your asset is in the For Review stage in the UV/Texture step, you'll also see the UV/Texture maps in the Upload Image modal. You can select these maps to add them to the Annotation panel and send any feedback if needed.

<figure><img src="/files/JhIiZIraREl3z0f9ko0F" alt="" width="563"><figcaption></figcaption></figure>

### Feedback Bubbles

<figure><img src="/files/howIrUyUQ0VsylUW3L0q" alt=""><figcaption><p>Feedback marker button</p></figcaption></figure>

When the feedback marker is toggled on, you can place numbered markers directly on your screenshot or uploaded image. Each marker will correspond to a numbered text box under the feedback section on the right, where you can provide detailed feedback for the specified markers.

<figure><img src="/files/n8lSDr5OJoMgWNZvPZoP" alt=""><figcaption></figcaption></figure>

To create markers for the next number, click "Add feedback item."

<figure><img src="/files/3suLYgw4UHYahmopfgUv" alt="" width="230"><figcaption></figcaption></figure>

This will generate a new feedback entry, allowing you to place additional bubbles on your image for the corresponding feedback item.

{% hint style="warning" %}
Remember to save your feedback using the "Save changes" button if you'd like to exit the request revision modal and come back to it later.

![](/files/uCRiUOtnXQjgCF4Q6Fw0)
{% endhint %}

{% hint style="info" %}
Learn how to view images and text feedback from completed revision requests [here](/reviewing-assets/request-revisions/revision-details).
{% endhint %}

### Approve with revision

<figure><img src="/files/MwqkuKQmm9rFzNFHzn7V" alt=""><figcaption></figcaption></figure>

In addition to the "Request Revision" button - which processes your updated asset and marks it for review once complete - there's also an "Approve with Revision" option. This instantly approves your changes after processing and moves the asset to the next stage in the pipeline.


# Edit Asset Settings

<figure><img src="/files/hu3mdonFoRDrU611hVYg" alt="" width="375"><figcaption></figcaption></figure>

In your Asset Settings, you can view the settings used to create your asset. You can also **edit settings for the next step.** This will include the High poly geometry, Optimised geometry, Texture, Rig, and LODs settings.&#x20;

{% hint style="info" %}
Learn more about customising your Generation Settings [here](/creating-assets/game-ready-assets#generation-settings).
{% endhint %}

You are able to view all settings at any time while your asset is "For Review" or "Approved." However, you can only edit a stage's settings if it is the next stage in the pipeline.

Once you click "Approve \[next stage]," your asset will start processing the next stage with the settings you've inputted.

<figure><img src="/files/Kjs4KjS2U8kstK8lvIkW" alt="" width="375"><figcaption></figcaption></figure>


# Upgrade Quality

<figure><img src="/files/618vwxeI7T5xmXd3DPGm" alt="" width="188"><figcaption></figcaption></figure>

Upgrade Quality lets you quickly increase detail on your Prototype assets.

{% embed url="<https://youtu.be/WKRcs0-tdeg>" %}
See how it works
{% endembed %}

This feature can be found after clicking "Request Revision." You will then find a dropdown which will show you the different levels of quality you can upgrade your asset to. You can also choose to increase the max polycount for your revision.

<figure><img src="/files/ZNsLHi0iHmzsFMuC03vn" alt=""><figcaption></figcaption></figure>

Once submitted, your upgraded asset will start processing.

{% hint style="info" %}
Learn more about the levels of qualities [here](/creating-assets/prototype-assets#levels-of-quality).
{% endhint %}


# Revision Details

If you are viewing a completed revision, you will be able to view the revision images and text feedback by dragging the "Revision request" version onto one of the 3D viewers. This allows you to compare your feedback to the revised asset.

{% hint style="info" %}
You can click and drag any version under the History tab onto the [3D viewers](/reviewing-assets/3d-viewer) to open it in that viewer.
{% endhint %}

In this example, you can see that "Texture revision 1" is open on the left panel and "Texture revision request 1" (which contains the annotated image and text feedback from the revision request) is open on the right panel.

<figure><img src="/files/5Yz8uXJh0cWJGnL2hJOP" alt=""><figcaption></figcaption></figure>


# Upload Version (Game-Ready)

<figure><img src="/files/vFRls6xoH36bv4Vi9dFO" alt="" width="188"><figcaption></figcaption></figure>

You can upload a new version of your model at any stage using the "Upload version" button. The uploaded model will create a new version of your asset **in its current stage.**

When you click the button, an upload box will appear where you can upload an FBX file up to 50MB.

<figure><img src="/files/jyz8gKo7oJDzKkuTOQ1t" alt=""><figcaption></figcaption></figure>

Once you've uploaded your model, a pop-up will appear on the right to confirm.

<figure><img src="/files/cTiiPOSUGQRZGH8ei0wZ" alt=""><figcaption></figcaption></figure>

After confirming, a new version of your asset will show up under the current stage.&#x20;


# Branching

Kaedim’s **Branching** feature lets you create alternate versions of any asset without affecting the original. Whether you're testing different textures, trying multiple silhouettes, or exploring alternate design directions, branches give you full creative freedom while maintaining a clean production pipeline.

{% embed url="<https://youtu.be/RIyDLsmdykE>" %}

## How It Works

#### 1. Create a Branch

* Navigate to the asset you want to branch.
* Click the **“Create Branch”** button.

<figure><img src="/files/z0wSqiBZTtERe3VFJHRX" alt="" width="375"><figcaption></figcaption></figure>

* Optionally name your branch (e.g., “stylized-version”, “sci-fi-variant”). In this popup, you can also switch the stage you'd like to branch from.

<figure><img src="/files/2aGQICVT9PIWjy36m7cJ" alt="" width="375"><figcaption></figcaption></figure>

#### 2. Edit the Branch

* Once branched, the asset becomes editable independently.&#x20;
  * Every asset branch you create will have a branch icon next to its name.
* You can modify geometry, materials, textures, UVs, etc. depending on the stage you branched from.
* Each branch retains a full history of edits and stages, just like the original.

<figure><img src="/files/ogtHNuoINthpuBqwUpIS" alt=""><figcaption></figcaption></figure>


# Asset Status

In the Assets page, you will be able to see real-time updates for all of your assets.

There are four stages:

### 1. Processing

<figure><img src="/files/SFd4Y9rcsnMOIm5pRXmR" alt="" width="375"><figcaption></figcaption></figure>

A processing stage is a work in progress. This means that your request has been received and is going through the generation and quality check process.

### 2. For Review

<figure><img src="/files/VvXSzlTqxw9H71QjkekE" alt="" width="375"><figcaption></figcaption></figure>

Once your asset has finished processing, you will be able to review it. In the review stage, you can [request revisions](/reviewing-assets/request-revisions#request-revisions-for-prototype-assets), upload a new version, or approve the stage.

### 3. Completed

<figure><img src="/files/APcELjRTlj2fubfchJx2" alt="" width="204"><figcaption></figcaption></figure>

The "Completed" status indicates that an asset's stage has been approved or the asset has finished all the steps of the pipeline.&#x20;

Once you've approved your asset, it will be marked "Approved" until you start processing the next step. After approval, the "Process \[Next step]" button will have a countdown. You can cancel this by clicking "Back," or skip the countdown by clicking on the button again. Otherwise, the next stage will be processed automatically.

<figure><img src="/files/xEyj26V03x0ILLT1G4XO" alt="" width="496"><figcaption></figcaption></figure>

If your asset has finished all the steps, you will have the option to create a new asset or Download the final asset.&#x20;

<figure><img src="/files/gLzvIwifzrZD0mHvorNg" alt=""><figcaption></figcaption></figure>

### 4. Generation Failed

<figure><img src="/files/0RfbXRnpHsVER3bZQy1Z" alt="" width="346"><figcaption></figcaption></figure>

The "Failed" status indicates that your generation has been dismissed. The reason for dismissal will be displayed in one of the panels of your asset:

<figure><img src="/files/59q9EBEnN7OwjgRTc01F" alt="" width="375"><figcaption></figcaption></figure>


# Exporting Assets

{% content-ref url="/pages/PmVBBMF3SQTp9VvHyiSk" %}
[Download](/managing-assets/exporting-assets/download)
{% endcontent-ref %}

{% content-ref url="/pages/kxvxWRvqoWioevZCHsnO" %}
[Share](/managing-assets/exporting-assets/share)
{% endcontent-ref %}


# Download

<figure><img src="/files/QPWjcntSMMDugGX7nx6y" alt=""><figcaption></figcaption></figure>

You can download an asset by clicking on the "Download" button after your asset has completed. If you'd like to download a specific version of your asset, you can click the ellipses icon on that version.

<figure><img src="/files/gVZpJRNsgottlvZe4CNf" alt="" width="282"><figcaption></figcaption></figure>

When you click the **Download** button, a pop-up will appear and you can choose any of the following file formats: glb, gltf, obj, fbx, usd, textured obj (obj+mtl), and image(s).&#x20;

<figure><img src="/files/XZ9A7rlHodJTS41YqX96" alt="" width="295"><figcaption></figcaption></figure>

Once downloaded, you can then import the model into your preferred software.


# Share

Once your asset is "For Review" or "Complete," you will be able to share your assets with your team members by clicking on the Share button and copying the asset link. To enable sharing, click on the ellipses next to the asset version you'd like to share.

<figure><img src="/files/89hjvbJoQtD4PhDiBKES" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/b5qQ0b9qnYG9P6kqP9DV" alt="" width="257"><figcaption></figcaption></figure>

This will generate a shareable link to a full screen 3D viewer of your model with an option to view input images, dimensions, and the wireframe.

<figure><img src="/files/BwgjjLR0Q3IvENOmjNdJ" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can view this asset [here](https://www.app.kaedim3d.com/shareAsset?asset=f07d791e-1f4e-4b94-9c5f-36b39a801697\&iteration=4).
{% endhint %}


# Removing Assets

{% content-ref url="/pages/13W2T5cYSSQmsAA6XRvc" %}
[Cancel](/removing-assets/cancel)
{% endcontent-ref %}

{% content-ref url="/pages/ya5A621sRs7cqa7YKfDp" %}
[Delete](/removing-assets/delete)
{% endcontent-ref %}


# Cancel

If you change your mind about your request or you accidentally gave the wrong inputs, you can cancel your request by clicking the "Cancel" button in the Assets page card view.

{% hint style="warning" %}
Please note that you can only cancel a generation if its [asset status](/managing-assets/asset-status) is "**In Queue**."
{% endhint %}

To cancel a queued generation, click the ellipses on the right of your asset and select "Cancel" from the dropdown menu.

<figure><img src="/files/6NMENARbcr0tTtH5IZJS" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/h8Vt2IPlwuxdZYa7I18f" alt=""><figcaption></figcaption></figure>


# Delete

### Delete a step

<figure><img src="/files/hAxJ0UMOTyJjA7rFxSZ5" alt="" width="375"><figcaption></figcaption></figure>

The option to delete a step can be found in the ellipses button on the right of that version. Here's a short guide on what you can and can't delete:

#### ✅ What You *Can* Delete

* **Only the latest step** of an asset can be deleted.
* The step must be in one of the following states:
  * **For Review**
  * **Finished processing**

#### ❌ What You *Cannot* Delete

* **Middle steps**: Any step that is not the latest cannot be deleted.
* **Multiple steps at once**: There is no bulk delete option. Each step must be removed individually.

***

### Move asset to Trash

**To move an asset to Trash**, you must:

1. Go to the **Settings** tab of your selected asset.
2. Scroll to the bottom, and click 'Move to Trash.'

<figure><img src="/files/JrMJ463H614ZHiGzhGXM" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
All deleted assets will still be available in the Trash section.
{% endhint %}

<figure><img src="/files/R5pnQnOC6TxAHEulMkwL" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If you need to restart an asset, consider [Branching](/reviewing-assets/branching) and editing instead of manual deletion.
{% endhint %}


# Groups

{% embed url="<https://www.youtube.com/watch?v=TyswQ6d7Rak>" %}
Learn how to create and use folders
{% endembed %}

Groups allow you to organize assets together based on their tags, generation quality, and creator (studio only). For example, you can create a group that specifically filters assets with the tags: "plant" and "furniture," in Standard quality, and were made with the account <name@company.com>.&#x20;

<figure><img src="/files/wqIwI5Glc6pp4SEhWKbh" alt=""><figcaption></figcaption></figure>

Groups can be added by clicking "+ Add group" in the navigation bar.

<div><figure><img src="/files/BJ8SE2TheFsrEG8lqky6" alt="" width="215"><figcaption></figcaption></figure> <figure><img src="/files/mI2jL5a0h0ljWRz8oB51" alt="" width="375"><figcaption></figcaption></figure></div>

When adding a folder, you can search through tags from your existing models or create new tags for future generations. Assets with these tags will show up in your folder.

If "Or" is selected, the folder will contain assets with **any** of the selected tags.

If "And" is selected, the folder will contain assets that have **all** of the selected tags.

<figure><img src="/files/xvknzC5cgb8qszxuGOiT" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
Relevant tags are automatically added to your new generations based on your input images.
{% endhint %}

## Enterprise Features

Enterprise customers can also create folders organized by creator and custom style.&#x20;

<figure><img src="/files/yxf70eDL0zPXWTmF4FXY" alt="" width="375"><figcaption></figcaption></figure>

Studio admins can click "Save for Studio" to make groups visible to all of their teammates.&#x20;

Studio users can also add tags to their generations on the create page.

<figure><img src="/files/itLnu5LBic57GhcK7AWD" alt=""><figcaption></figcaption></figure>

Using this feature, you can search through tags from your team's asset library and add any relevant tags to your new generation. Studio admins can also create new tags for future generations.


# Tabs

Tabs let you save filtered views on the Assets page so you can easily return to specific groups of assets without reapplying filters each time.

### How to Create a Tab

1. Click the **`+`** button on the **Assets** page.

<figure><img src="/files/m1LvBWAFRVXfAB84ICth" alt=""><figcaption></figcaption></figure>

2. Name your tab.

<figure><img src="/files/PULYLCuxR16G4v5LPdkL" alt="" width="302"><figcaption></figcaption></figure>

3. Select your filters from the filter panel.

<figure><img src="/files/B70QfetLFz2WHJEZ93rv" alt="" width="486"><figcaption></figcaption></figure>

4. Done — your tab is now saved on the Assets page.

<figure><img src="/files/hwBWANKKudQY7CovGllQ" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
To update a tab's filters, just re-select or de-select filters. The tab will update automatically.
{% endhint %}

### Available Filters

You can filter and create tabs using any of the following:

* **Steps**: Filter by the current step in the production pipeline (e.g. Modeling, Texturing).
* **Styles**: Filter by assigned art styles or asset types.
* **Status**: Filter by workflow status (e.g. In Progress, Approved).
* **Assignee**: Show assets assigned to a specific user or studio.
* **Date Range**: Filter by asset creation or update date.
* **Revision Request**: Filter by whether an asset has revisions.
* **Tags**: Filter by custom tags applied to assets.


# Filters

<figure><img src="/files/45b8CPJmbODmR6EQjDrZ" alt=""><figcaption></figcaption></figure>

At the top of the Assets page, you will find different asset types for filtering. You can select multiple categories to view only the corresponding assets. Assets from unselected categories will be excluded.

You can choose from two filters: Styles and Status.

<div><figure><img src="/files/iLZvkcVV0zmYcD94mKrx" alt=""><figcaption></figcaption></figure> <figure><img src="/files/MrA27iNERXL75gp6xrRi" alt=""><figcaption></figcaption></figure></div>


# Notifications

<figure><img src="/files/1bfIwmXVWzGsReUDYrfI" alt="" width="310"><figcaption></figcaption></figure>

You can find Notifications in the main nav bar. Notifications will let you know when an asset is ready for review.

<figure><img src="/files/4OagS3hoDrlbk6AUEVSl" alt=""><figcaption></figcaption></figure>

Next to the asset name, you can click on the "Go to Asset" button to open the asset in the Assets page.

<figure><img src="/files/AJi8Cfjn1fiBZPCdrqT9" alt="" width="142"><figcaption></figcaption></figure>

{% hint style="info" %}
If you'd like to receive notifications via email or Discord, see [Notification Settings](/admin/settings/notification-settings).
{% endhint %}


# Custom Styles

{% hint style="info" %}
Currently, this feature is only available for Enterprise customers. If you would like to inquire about a custom-trained branch of our algorithm, please [get in touch with us](https://www.kaedim3d.com/contactUs).
{% endhint %}

Create custom 3D assets with our Custom Styles feature. This feature includes:

* **Geometry fine-tuning** - Ensure all your Kaedim generations adhere to your in-house guidelines, including specifications for dimensions, edge loops, and style.
* **Custom textures** - Create a texture style that fits your in-house art style. In addition to custom textures, we can also integrate your in-house texture library with Kaedim and work with you to further enhance and optimise them for your assets.
* **Custom rigging** -  Custom rigging solutions tailored to your specific needs. We offer character and prop rigging that ensure your models are ready for animation and integration into your games. We can also add your in-house rig templates to be used for your assets.
* **Custom LoDs** - Implement custom Levels of Detail to optimise performance across different platforms and devices. This feature allows you to maintain high visual fidelity while managing file size and efficiency, ensuring your assets perform well in any environment.
* **Custom export requirements** - Configure export settings to match your specific requirements, ensuring compatibility with various platforms, engines, and applications.&#x20;

To start setting up your custom style, we will ask for additional materials related to the style of your assets, including any specifications, inspiration, or storyboards. We also recommend including 3D models that reflect the target output style. These models will be used to fine-tune your custom style.&#x20;

{% hint style="info" %}
If you'd like to share your custom style with your team, see [Team Functionality](/enterprise-features/team-functionality)
{% endhint %}

{% hint style="info" %}
If you are interested in training a branch of our algorithm to match your unique style, contact us at <support@kaedim3d.com>
{% endhint %}


# Scene Functionality

<figure><img src="/files/4mWn5Hnjzi7XMPOzfUDc" alt="" width="563"><figcaption></figcaption></figure>

{% embed url="<https://youtu.be/SpxJTxNlmMo?feature=shared>" %}
How to create a Scene
{% endembed %}

| [What is a scene?](#what-is-a-scene)              |
| ------------------------------------------------- |
| [Marking objects](#marking-objects)               |
| [Choosing a quality](#choosing-a-quality)         |
| [Input image guidelines](#input-image-guidelines) |

### What is a scene?

Scenes are generations with multiple objects. The objects will be generated in the correct scale and position as shown in your input image.

<figure><img src="/files/JO6ry8eQaoAxqYJblOEh" alt=""><figcaption><p>Scenes will be generated without color.</p></figcaption></figure>

{% hint style="info" %}
To find out more about input guidelines for scenes, see [here](/creating-assets/input-guidelines#scenes-enterprise).
{% endhint %}

## Creating a Scene

### Upload an image

<figure><img src="/files/apiIQtDE56uWUr0Gn5FF" alt="" width="375"><figcaption></figcaption></figure>

You can only upload a single image of your scene. To learn more about scene input image guidelines, see [here](/creating-assets/input-guidelines/input-image-examples/scenes).

### Marking objects

After you've uploaded your image, the background will be removed and the objects within the scene will be marked automatically. Object markers will be color coded, as seen below. You can also delete markers by clicking on the trash icon on the right.

<figure><img src="/files/A6AqKGIZ9kJpNyZ7CWJY" alt="" width="563"><figcaption></figcaption></figure>

If some objects were missed, you can mark them manually by clicking and dragging your cursor across the object. You will see a selection box (see below).

<figure><img src="/files/WMsYGybGCWlSkrZgkXRB" alt="" width="164"><figcaption></figcaption></figure>

Once you have created a box, you can then click "Mark as object." You will then see a new object added onto the list on the right.

<figure><img src="/files/jmfZyRFZ2PG2tfKx9brW" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Learn more about input guidelines for scenes [here](/creating-assets/input-guidelines#scenes).
{% endhint %}

***

### Choosing a quality

After selecting objects for generation, choose a quality level in the sidebar. You can also set a max polycount here.

<figure><img src="/files/ejnltEqCcJOLhgTg5E3v" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/cwD4NBkOdqTQZlNGPZlK" alt="" width="563"><figcaption></figcaption></figure>

Scene construction is included at no extra cost and each object in the scene is generated at the selected level of quality. For example, if you have marked 4 objects and you choose High quality (2 credits), your scene would cost 8 credits.

***

### Input image guidelines

### Checklist

#### ✅ Under 20 objects

* Please make sure to keep scenes at a maximum of 20 objects.
* This ensures that all objects are **clear and visible** within the image.

#### ✅ Clear background - Your objects need to be clearly distinguishable from the background.

#### ✅ Photo/Art/Sketch - Your 2D input can be a photo of your scene (within guidelines, see below), a piece of concept art, or a sketch (pencil, pen, or paper).

#### ✅ Clear - The object should be clearly visible in the foreground of the image. Avoid blurry images.

***

### Invalid and Tricky Inputs

Below are some examples of image requests that may not be processed:

#### ❌ Hidden objects

If many objects are hidden or partially hidden, your request may be dismissed.

#### ❌ Inappropriate imagery

This includes any nude or sexual content, offensive imagery, blood and gore, etc. Any images of this type will be automatically dismissed.

**Feel free to experiment with various inputs. You might be surprised by our software's capability!**

{% hint style="warning" %}
Please refrain from uploading any inputs that contain personal information or identifiable details such as passports, ID cards, or addresses.
{% endhint %}


# Priority Level

{% hint style="info" %}
This feature is currently only available on demand for Enterprise customers.
{% endhint %}

<figure><img src="/files/clCd3iiHtIvfABq89oTV" alt="" width="64"><figcaption><p>Priority Level Grid button</p></figcaption></figure>

The Priority Level feature allows you to adjust the priority of your assets in the queue.&#x20;

{% embed url="<https://youtu.be/BBtjzRW95Mc>" %}
Learn how to use the Priority feature
{% endembed %}

In the Priority Level grid view, you can designate assets as urgent or high priority directly from the Assets page, ensuring critical items are processed first.

To change an asset's priority, drag and drop the asset into your desired priority level. A popup confirmation will appear to ensure you'd like to change the priority level.

{% hint style="warning" %}
Please note that **you cannot downgrade an asset's priority level**, and **you can only upgrade an asset's priority level once**.
{% endhint %}

<figure><img src="/files/eqo2UYSypijG7t3bx9Me" alt=""><figcaption></figcaption></figure>

In the grid view, you can also click the quality tag to open a dropdown menu, allowing you to adjust the priority level of the processing asset.

<figure><img src="/files/wL42U2NowblBZqvWuN3E" alt=""><figcaption></figcaption></figure>


# Texel Density Inspector

<figure><img src="/files/C2T6vMZRcXRi1frt8OmW" alt="" width="375"><figcaption></figcaption></figure>

The **Texel Density Inspector** is a tool used to check and ensure consistent texture resolution (texel density) across a model's surface.&#x20;

The tool provides visual feedback using checkerboard overlays to highlight texel density across assets and helps standardise texel density according to project requirements. This ensures efficient UV mapping and texture scaling, critical for maintaining quality and performance in games and real-time applications.


# Team Functionality

The team functionality allows you to collaborate with and manage team members by adding them to your team workspace.

{% embed url="<https://youtu.be/fuyoazd0fi8>" %}
See how the Team Functionality works
{% endembed %}

{% hint style="info" %}
This feature is only available upon request.&#x20;

If you would like to gain access to this feature, please [get in touch with us](https://www.kaedim3d.com/contactUs?subject=Enterprise).
{% endhint %}

If you're on an Enterprise plan, you can now add team members to your plan in Organisation workspace.

First, click on "View dashboard" under Workspace in the main nav bar.

<figure><img src="/files/x5WE70qjgGiudaWLNLb3" alt=""><figcaption></figcaption></figure>

Next, click the "People" tab. There, you'll see a list of members in each studio with their corresponding credit usage, status, and role.&#x20;

<figure><img src="/files/I3gag6g7Hxv3bb8h5BSO" alt=""><figcaption></figcaption></figure>

Team members can generate models and request revisions using your plan. Generated assets are visible to the entire team.

{% hint style="info" %}
Only the admin has permission to delete generated assets.
{% endhint %}

After adding a team member, they will receive an email with their login credentials. If they already have a Kaedim account, they will be added to the corresponding studio.&#x20;

{% hint style="warning" %}
We recommend that new members update their password after logging in.
{% endhint %}


# Inviting Team Members

<figure><img src="/files/KTeLOQcZJF7p9FZffftd" alt="" width="188"><figcaption></figcaption></figure>

To invite a team member, click "View dashboard" under the Workspace tab in the main nav bar.

<figure><img src="/files/DFElsa1SvzCbVH20pMnO" alt="" width="375"><figcaption></figcaption></figure>

Under the "People" tab, click the "Invite Member" button. In this tab, you will also see a list of all members in your organisation and their corresponding roles within each studio.

<figure><img src="/files/hM4qNcpct4NoJ8aQbH0L" alt=""><figcaption></figcaption></figure>

After clicking the "Invite Member" button, a pop-up will appear prompting you to input emails. Here, you will also need to choose which role to give them, which studio to add them in, and - if needed - a message with the invite. After sending the invite, the invitees will receive an email with a link to sign up. If they already have a Kaedim account, a pop-up will appear in their account to accept the invite.

<figure><img src="/files/M2uZnItwtK6DHepKw3sR" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Learn more about role permissions [here](/enterprise-features/team-functionality/permissions-and-roles#permissions).
{% endhint %}


# Permissions & Roles

<figure><img src="/files/0wOhGvHTCwnyyRqLzMN1" alt="" width="267"><figcaption></figcaption></figure>

Roles are set by the creator and admins of a studio. There are two roles: Admin and Editor. Your role in a studio determines certain permissions.&#x20;

You can change roles by clicking "View Dashboard" under the Workspace tab in the main nav bar.

<figure><img src="/files/DFElsa1SvzCbVH20pMnO" alt="" width="375"><figcaption></figcaption></figure>

Once there, you'll be able to view all the studios you own or are a part of. After clicking on a studio, you will find a list of members within that studio under the "Members" tab.

<figure><img src="/files/FchW11YWxIn7QiKhmpl1" alt=""><figcaption></figcaption></figure>

Here, you can edit the role of any member (if you are an admin) by clicking on their role tag.

<figure><img src="/files/aBhaeXy4KfRVKyD7exyD" alt=""><figcaption></figcaption></figure>

Once you've chosen their new role, you can then click confirm.

### Permissions

<table><thead><tr><th width="96">Role</th><th width="158">Generate assets</th><th width="189">Invite team members</th><th>Edit roles</th><th>Delete assets</th></tr></thead><tbody><tr><td>Admin</td><td>✅</td><td>✅</td><td>✅</td><td>✅</td></tr><tr><td>Editor</td><td>✅</td><td>❌</td><td>❌</td><td>❌</td></tr></tbody></table>


# Setting Up a Studio

<figure><img src="/files/9QFG2x92WyYcqrwcY0N0" alt="" width="188"><figcaption></figcaption></figure>

You can find your studios under the Workspace tab in the main nav bar.

<figure><img src="/files/DFElsa1SvzCbVH20pMnO" alt="" width="375"><figcaption></figcaption></figure>

To add a studio to your workspace, click the "Create a Studio" button under the Studio tab.

<figure><img src="/files/LnyPAEsPsk1ttREeDfvV" alt=""><figcaption></figcaption></figure>

This will create a new studio, where you can then add new members and view styles.

<figure><img src="/files/zFW6CEdtKL7VjtEahzyd" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If you'd like to create a new style, please [get in touch ](https://www.kaedim3d.com/contactUs?subject=Enterprise)with us. To learn more about this feature, see [Custom Styles](/enterprise-features/custom-styles).
{% endhint %}

{% hint style="info" %}
Learn more about adding team members [here](/enterprise-features/team-functionality/inviting-team-members).
{% endhint %}


# Custom Integrations

Kaedim can integrate with the software your team is already familiar with. We collaborate with you to ensure seamless use of Kaedim with any program.

Currently, we offer plugins for:

* [Omniverse](/enterprise-features/custom-integrations/plugins/omniverse)
* [Unity](/enterprise-features/custom-integrations/plugins/unity)
* [Blender](/enterprise-features/custom-integrations/plugins/blender)
* [Unreal Engine](/enterprise-features/custom-integrations/plugins/unreal-engine)

{% hint style="info" %}
To learn more about our existing integrations and how to set them up, see [Plugins](/enterprise-features/custom-integrations/plugins).
{% endhint %}

### Customisation Options

We understand that every team has unique needs. Kaedim offers a range of customisation options to fit perfectly into your existing workflows:

* **Custom Scripts and Automation**: Develop custom scripts to automate specific tasks and enhance productivity.
* **New Plugins:** Add new plugins for software that we don't already have plugins for.
* **Flexible Integration**: Tailor the integration process to suit different team sizes and project scales.

{% hint style="info" %}
For inquiries about customisations, please [get in touch with us](http://www.kaedim3d.com/contactUs?subject=Enterprise).
{% endhint %}

### Support & Training

Kaedim offers 24/7 support to ensure seamless integration with your software and team. Our support and training resources include:

* **24/7 Customer Support**: Reach out to our team anytime for assistance with setup, troubleshooting, and general inquiries.
* **Training Resources**: Meet directly with our engineers to further familiarise you and your team with Kaedim.


# APIs

The Kaedim API is used for seamless integrations of the Kaedim software into internal 3D modelling pipelines, as well as for integrations with user-facing applications that allow user-generated content.

| Table of Contents                                                    |
| -------------------------------------------------------------------- |
| [Web API](/enterprise-features/custom-integrations/apis/web-api)     |
| [Web Hooks](/enterprise-features/custom-integrations/apis/web-hooks) |

## Integrating 3D User-Generated Content (UGC) into Your Game or App

We provide an easy way to integrate 3D UGC workflows into your product using Webhooks. When your users upload sketches, photos, or concept art, a generation request is triggered and sent directly to your Webhook for processing.

## Enable Player-Created 3D Content

Let your users upload 2D inputs—like reference images, concept sketches, or designs—so they can generate 3D content directly inside your game or app. This helps populate and customize in-game environments or assets with minimal friction.

**Accessible to everyone** - Zero 3D modelling knowledge required.&#x20;

**Variety of inputs** - We support 2D photos, sketches, and concept art as inputs.&#x20;

**For developers, by developers** - Our API makes it fast and easy to integrate and build great products.

## Useful Links 🔗

For help and more information about onboarding, get in touch with us [here](https://www.kaedim3d.com/contactUs).&#x20;

Want to get started ASAP? Email <support@kaedim3d.com>


# Web API

We wrote an example Python script [here](<https://colab.research.google.com/drive/1QREQgxvLKDW30J87MhDufCPRdue6Dnsj?usp=sharing&#xA;>) that illustrates how to interface with our API.

We've also created a simple React app implementation on GitHub to help people with a quicker/easier implementation.

Link here﻿: <https://github.com/Kaedim/API_Implementation>

## Credentials

To use the Kaedim API, you will need a devID, an API-key, and a refresh token. If you are part of a studio, you will also need to provide a studioID with some API requests.

You can find all three of these by logging in to the web app at [https://app.kaedim3d.com](https://app.kaedim3d.com/) and navigating to Settings > API Keys. There you should be able to see all the necessary info.&#x20;

If your keys are not working for any reason, don’t hesitate to contact us at <support@kaedim3d.com>.

{% hint style="info" %}
API Access is reserved for Enterprise customers.
{% endhint %}

<figure><img src="/files/dkQhKL1abVhYQXUDBFVd" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Please note that clicking Copy on API Key, Kaedim Secret and Refresh Token, generates new values for these fields, making their previous values invalid!
{% endhint %}

## Step 1: Registering a webhook

To register a webhook endpoint you will need your API key and developer ID. Both of these can be found under your user settings page in the Kaedim app.

* Your API key should always be provided in the X-API-Key Header in your requests.

### Parameters

<table><thead><tr><th width="131">Name</th><th width="115">Requirement</th><th width="90">Section</th><th width="83">Type</th><th>Description</th></tr></thead><tbody><tr><td>X-API-Key</td><td>Required</td><td>Head</td><td>String</td><td>User API key used to authenticate requests</td></tr><tr><td>devID</td><td>Required</td><td>Body</td><td>String</td><td>Your developer ID</td></tr><tr><td>destination</td><td>Required</td><td>Body</td><td>String</td><td>Your webhook endpoint url</td></tr></tbody></table>

{% hint style="info" %}
Please note that the following code is *Node.js*
{% endhint %}

```javascript
import fetch from "node-fetch"
const url = "https://api.kaedim3d.com/api/v1/registerHook"
const headers = {
    "Content-Type": "application/json",
    "X-API-Key": "your_api_key"
}
const body = {
    "devID": "your_dev_id",
    "destination": "your_endpoint_url"
}
try {
    fetch(url, {
      method: "POST",
      headers,
      body: JSON.stringify(body),
    }).then((res) => {
      res.json().then((data) => {
        console.log(data);
      });
    });
} catch (e) {
}
```

201 Response

```json
{
    "status": "success",
    "message": "Webhook already registered"
    "jwt" : "eyJhbGciOiJIUzI1…"
}
```

404 Response

```json
{
    "status": "error",
    "message": "User does not exist"
}
```

Upon successful authentication you will receive a JWT, which needs to be added as a Bearer Token header on all processing requests. You will also receive a refreshToken to be used to generate a new JWT. Your JWT will expire after 12 hours. See below on how to refresh your token.

## Step 2: Processing an image

All processing requests must include the JWT in the Bearer Authorization header, alongside your API-key, and your devID inside the request body.&#x20;

### **Post processing request**

{% hint style="info" %}
<https://api.kaedim3d.com/api/v1/process>
{% endhint %}

### Parameters

<table><thead><tr><th width="126.33333333333331">Name</th><th width="161">Requirement</th><th width="152">Section</th><th>Type</th><th>Description</th></tr></thead><tbody><tr><td>X-API-Key</td><td>Required</td><td>Head</td><td>String</td><td>User API key used to authenticate requests</td></tr><tr><td>Authorization</td><td>Required</td><td>Head</td><td>String</td><td>Your valid JWT<a href="https://docs.kaedim3d.com/devid"><br></a></td></tr><tr><td>devID</td><td>Required</td><td>Body</td><td>String</td><td>Your developer ID<a href="https://docs.kaedim3d.com/imageurls"><br></a></td></tr><tr><td>imageUrls/images</td><td>Required</td><td>Body</td><td>Array</td><td>An array with up to 6 image urls to be processed. Alternatively you can upload the files themselves in which case the parameter is called "images" and requires you to pass the files as blobs.<a href="https://docs.kaedim3d.com/loq"><br></a></td></tr><tr><td>LoQ</td><td>Required</td><td>Body</td><td>String</td><td>Level of quality: “standard”/”high”/”ultra”<a href="https://docs.kaedim3d.com/test"><br></a></td></tr><tr><td>test</td><td>optional</td><td>Body</td><td>Boolean</td><td>Used to process request as a test<a href="https://docs.kaedim3d.com/polycount"><br></a></td></tr><tr><td>polycount</td><td>optional</td><td>Body</td><td>Number</td><td>Upper polycount limit<a href="https://docs.kaedim3d.com/height"><br></a></td></tr><tr><td>height</td><td>optional</td><td>Body</td><td>Number</td><td>Desired height in cm (default 200)<a href="https://docs.kaedim3d.com/projectid"><br></a></td></tr><tr><td>width</td><td>optional</td><td>Body</td><td>Number</td><td>Desired width in cm</td></tr><tr><td>depth</td><td>optional</td><td>Body</td><td>Number</td><td>Desired depth in cm</td></tr><tr><td>projectID</td><td>optional</td><td>Body</td><td>String</td><td>The ID of the style you want this asset to have, if none it can be left null</td></tr><tr><td>studioID</td><td>optional</td><td>Body</td><td>String</td><td>Your team's studioID</td></tr></tbody></table>

{% hint style="info" %}
Please note that the following code is *Node.js*
{% endhint %}

```javascript
const url = "https://api.kaedim3d.com/api/v1/process"
const headers = {
  "Content-Type": "multipart/form-data",
  "X-API-Key": "your_api_key",
  "Authorization":  "your_JWT"
}

const data = {
  "devID": "your_dev_id",
  "LoQ": "standard",
  "imageUrls": ["https://example.com/image1.png","https://example.com/image2.png"],
  "polycount": 20000,
  "height": 250,
  "test": true // Turn this to false to pass a normal request
}

const json = JSON.stringify(data);

try {
  fetch(url, {
      method: "POST",
      headers,
      body:json,
    }).then((res) => {
      res.json().then((data) => {
        console.log(data);
      });
    });
} catch (e) {
}
```

{% hint style="info" %}
Please note that the following responses are in JSON
{% endhint %}

201 Response

```json
{
"status": "success",
"devID": "ad39dg02-dief-as9i-ade0-g159g298ck6s",
"requestID": "1248947ds7an-ad98q3yhans92S-2Asda9212",
"message" : "request sent successfully, please check webhook in 10-15 mins"
}
```

400 Response

```json
{
"status": "error",
"message" : "Request failed due to {reason}, please check your payload and headers and try again"
}
```

406 Response

```json
{
"status": "error",
"message" : "Invalid level of quality inputed"
}
```

{% hint style="info" %}
Please note that there is a 5MB limit per image file.
{% endhint %}

Once the asset has been successfully generated, a download URL will be sent to the registered webhook endpoint.

* Please note that you will need to perform a GET request on the URLs to get the file containing the completed asset

Each completed asset is available in 4 supported formats: obj, fbx, glb, and gltf all of which have separate download links in the post request.

* Download links expire after an hour
* We provide the functionality to fetch all requests

{% hint style="info" %}
We also provide the option for test requests using a boolean test body parameter. If set to true, a plain empty cube will be returned in the response. We recommend using this to get an idea of the structure of the response once an asset is completed.
{% endhint %}

Upon successful generation, you will receive a response similar to the following:

201 Response

```json
{
    "status": "success",
    "userID" : KaedimUser,
    "requestID": "1248947ds7an-ad98q3yhans92S-2Asda9212",
    "results" : {
        "obj": "https://....."
        "fbx": "https://....."
        "glb": "https://....."
        "gltf": "https://....."
    }
}
```

400 Response

```json
{
    "status": "error",
    "requestID": "1248947ds7an-ad98q3yhans92S-2Asda9212",
    "message" : "Asset creation failed"
    "cause" : "The request was too complex, we aim to deal with…"
}
```

Asset creation may fail due to various reasons some of which include: complexity, visibility of the object, multiple objects in the scene, inappropriate content, etc. Please see our guidelines for more information:  [Input Guidelines](/creating-assets/input-guidelines)

### **Other useful routes**

Check the progress and results of your generation

We provide functionality to check the progress of your generation based on the requestID

{% hint style="info" %}
<https://api.kaedim.com/api/v1/fetchRequest>
{% endhint %}

### Parameters

<table><thead><tr><th width="150.33333333333331">Name</th><th width="137">Requirement</th><th width="99">Section</th><th>Type</th><th>Description</th></tr></thead><tbody><tr><td>X-API-Key</td><td>Required</td><td>Head</td><td>String</td><td>User API key used to authenticate requests</td></tr><tr><td>Authorization</td><td>Required</td><td>Head</td><td>String</td><td>Your valid JWT</td></tr><tr><td>devID</td><td>Required</td><td>GET Param</td><td>String</td><td>Your developer ID</td></tr><tr><td>requestID</td><td>Required</td><td>GET Param</td><td>String</td><td>The requestID of the asset you'd like to fetch</td></tr><tr><td>studioID</td><td>Optional</td><td>GET Param</td><td>String</td><td>Your team's studioID</td></tr></tbody></table>

{% hint style="info" %}
Please note that the following code is *Node.js*
{% endhint %}

```javascript
const url = `https://api.kaedim3d.com/api/v1/fetchRequest?devID=${devID}&requestID=${requestID}`

const headers = {
  "Content-Type": "application/json",
  "X-API-Key": "your_api_key",
  "Authorization":  "your_JWT"
}

try {
   fetch(url, {
      method: "GET",
      headers,
    }).then((res) => {
      res.json().then((data) => {
        console.log(data);
      });
    });
} catch (e) {
}
```

{% hint style="info" %}
Please note that the following responses are in *JSON*
{% endhint %}

200 Response

```json
{
    "requestID": "81...236",
    "createdAt": "202...",
    "image": [
        "https://s...",
    ],
    "image_tags": [],
    "iterations": [
        {
            "createdAt": "2023-0...",
            "iterationID": "0",
            "results": {
                "obj": "https://s...",
                "fbx": "https://s...",
                "glb": "https://s...",
                "gltf": "https://s...",
                "mtl": "https://s...",
            },
            "status": "completed",
            "userID": "b6e...",
            "email": "mar...",
            "loq": "standard",
            "dismissedReason": null,
            "editDescription": null,
            "texturingMethod": null
        }
    , ...]
}
```

### Get All Assets

We provide functionality to retrieve all asset requests (even if they’re pending) based on date ranges (if provided).

{% hint style="info" %}
<https://api.kaedim3d.com/api/v1/fetchAll>
{% endhint %}

### Parameters

<table><thead><tr><th width="152">Name</th><th width="140">Requirements </th><th width="74">Section</th><th width="106">Type</th><th>Description</th></tr></thead><tbody><tr><td>X-API-Key</td><td>Required</td><td>Head</td><td>String</td><td>User API key used to authenticate requests<a href="https://docs.kaedim3d.com/authorization"><br></a></td></tr><tr><td>Authorization</td><td>Required</td><td>Head</td><td>String</td><td>Your valid JWT<a href="https://docs.kaedim3d.com/devid"><br></a></td></tr><tr><td>devID</td><td>Required</td><td>GET Param</td><td>String</td><td>Your developer ID<a href="https://docs.kaedim3d.com/start-end"><br></a></td></tr><tr><td>start,end</td><td>Optional</td><td>GET Param</td><td>String</td><td>Date range provided in MM-DD-YYYY. If left blank all assets associated to the devID will be returned</td></tr><tr><td>studioID</td><td>Optional</td><td>GET Param</td><td>String</td><td>Your team's studioID</td></tr></tbody></table>

{% hint style="info" %}
Please note that the following code is *Node.js*
{% endhint %}

<pre class="language-javascript"><code class="lang-javascript">const devID = "your-devID";
const start = "2022-02-01"; // yyyy-mm-dd
const end = "2022-02-14";
const url = `https://api.kaedim3d.com/api/v1/fetchAll?devID=${devID}&#x26;start=${start}&#x26;end=${end}`
const headers = {
  "X-API-Key": "your_api_key",
  "Authorization":  "your_JWT"
}
<strong>try {
</strong>   fetch(url, {
      method: "GET",
      headers,
    }).then((res) => {
      res.json().then((data) => {
        console.log(data);
      });
    });
} catch (e) {
}
</code></pre>

{% hint style="info" %}
Please note that the following responses are in *JSON*
{% endhint %}

200 Response

```json
{
    "assets": [
        {
            "requestID": "81...236",
            "createdAt": "202...",
            "image": [
                "https://s...",
            ],
            "image_tags": [],
            "polycount": "20000",
            "iterations": [
                {
                    "createdAt": "2023-0...",
                    "iterationID": "0",
                    "results": {
                        "obj": "https://s...",
                        "fbx": "https://s...",
                        "glb": "https://s...",
                        "gltf": "https://s...",
                        "mtl": "https://s...",
                    },
                    "status": "completed",
                    "userID": "b6e...",
                    "email": "mar...",
                    "loq": "standard",
                    "dismissedReason": null,
                    "editDescription": null,
                    "texturingMethod": null
                }
            ]
        },...
    ]
}
```

400 Response

```json
{
    "status": "error",
    "message" : "DevID is required, please make sure you are sending as a query parameter"
}
```

### Get All Projects

We provide functionality to retrieve all asset projects names and IDs

{% hint style="info" %}
<https://api.kaedim3d.com/api/v1/fetchProjects>
{% endhint %}

{% hint style="info" %}
Please note that the following code is *Node.js*
{% endhint %}

```javascript
const devID = "your-devID";
const url = `https://api.kaedim3d.com/api/v1/fetchProjects?devID=${devID}`
const headers = {
  "X-API-Key": "your_api_key",
  "Authorization":  "your_JWT"
}
try {
   fetch(url, {
      method: "GET",
      headers,
    }).then((res) => {
      res.json().then((data) => {
        console.log(data);
      });
    });
} catch (e) {
}
```

{% hint style="info" %}
Please note that the following responses are in *JSON*
{% endhint %}

200 Response

```json
{
		"status":"success",
    "message": [
        {
            "projectID": "81...236",
            "name": "Sandbox",
            "studioID": "ad29cegh-adks-344j-htk4-aajs-6117d0jeddn5"
        },...
    ]
}
```

### Refreshing a JWT

Your web token will expire after 12 hours from its creation. You can only have one JWT valid at a time, therefore creating a new JWT will automatically invalidate the old token. To get a new JWT you must use the refresh token generated at webhook registration. You can find the refresh token in user settings in the Kaedim platform below the API-key.

### Post a refresh request in node.js

If successful, you will receive a new JWT that will allow you to make API requests that require authentication (such as /process etc.)

{% hint style="info" %}
<https://api.kaedim3d.com/api/v1/refreshJWT>
{% endhint %}

### Parameters

<table><thead><tr><th width="178.33333333333331">Name</th><th width="132">Requirments</th><th width="90">Section</th><th width="94">Type</th><th>Description</th></tr></thead><tbody><tr><td>X-API-Key</td><td>Required</td><td>Head</td><td>String</td><td>User API key used to authenticate requests</td></tr><tr><td>refresh-token</td><td>Required</td><td>Head</td><td>String</td><td>Token used to generate more JWT’s</td></tr><tr><td>devID</td><td>Required</td><td>Body</td><td>String</td><td>Your developer ID</td></tr></tbody></table>

{% hint style="info" %}
Please note that the following code is *Node.js*
{% endhint %}

```javascript
const url = "https://api.kaedim3d.com/api/v1/refreshJWT"
const headers = {
  "Content-Type": "application/json",
  "X-API-Key": "your_api_key",
  "refresh-token": "your-refresh-token"
}
const body = {
  "devID": "your_dev_id",
}
try {
   fetch(url, {
      method: "POST",
      headers,
      body: JSON.stringify(body),
    }).then((res) => {
      res.json().then((data) => {
        console.log(data);
      });
    });
} catch (e) {
}
```

{% hint style="info" %}
Please note that the following responses are in *JSON*
{% endhint %}

200 Response

```json
{
    "status": "success",
    "message": "JWT refreshed successfully. Please use the new JWT and devID to authenticate your future requests",
    "jwt": "eyJhaU.....",
    "devID": "609d43109ff0b252cce4bc6e"
}
```

400 Response

```json
{
    "status": "error",
    "requestID": "1248947ds7an-ad98q3yhans92S-2Asda9212",
    "message" : "Request failed, please check your api-key and refresh-token and try again"
    "cause": "...."
}
```

### Error Codes

We use normal HTTP codes to indicate the success or failure of your API requests. If your request fails, Kaedim will return an appropriate error message.

<table><thead><tr><th>Field Name</th><th width="183.33333333333331">Type</th><th>Description</th></tr></thead><tbody><tr><td>Status</td><td>String</td><td>Short string describing the status of the request. Generally "success" or "error".<br></td></tr><tr><td>Message</td><td>String</td><td>Short human-readable string giving more context on the reason the error occurred.</td></tr></tbody></table>


# Web Hooks

Creating a webhook endpoint is the same as creating any other page on your website. It’s an HTTP or HTTPS endpoint on your server with a URL. Please ensure that your endpoint is HTTPS when setting it up.

Set up an HTTP endpoint on your server that can accept webhook requests with a POST method. For example, this URL route in Flask maps to a Python webhook function: How do I receive webhook data?

1. Authenticate a user (Authentication Flow)
2. Make sure your webhook URL is correct

🎉 That’s it!

## Webhook Signing

Kaedim will, in all requests made to your webhook, include a header kaedim-signature, which will contain a hash value unique to the request and developer ID.

The signature secret - KAEDIM SECRET - can be found in user settings next to your developer ID and API-key and can be reset at any time.

Make sure to use utf-8 encoding for the payload, and to use HEX digest for the hashing function

{% hint style="info" %}
*Example of a Node.js signature verification:*
{% endhint %}

```javascript
const secret = "Api-Secret"; 
const payload = JSON.stringify(response.body);
console.log(response.body.result);
const devID = response.body.results.devID;
const signature = JSON.parse(response.headers["kaedim-signature"]);
/* {
  t : 1235678,
  v1:80e62bdd6bddf54905d3cd6e13940626e16aedd....
}*/
const checkSignature = crypto
  .createHmac("sha256", secret)
  .update(`${signature.t}${payload}`)
  .digest("hex");

if (
    crypto.timingSafeEqual(
      Buffer.from(signature.v1),
      Buffer.from(checkSignature)
    )
  ) {
    // Authenticity confirmed
    console.log("SUCCESS");
  } else {
    // Reject response
    console.log("FAIL");
  }
```

Your endpoint will receive requests. These will have a type that can be sculpt, generation, unwrap, texture, rig, or lod. It will also have a status that can be new, completed, approved, dismissed, or uploaded. There will also be two boolean flags isRevision and assetComplete.\\

{% hint style="info" %}
*Example webhook request:*
{% endhint %}

<pre class="language-json"><code class="lang-json">{
  results: {
    status: 'uploaded',
    userID: '94d... ',
    studioID: null,
    requestID: '927... ',
    iterationID: 2,
    name: '',
    image: 'https://... ',
    type: 'generation',
    isRevision: false,
    createdAt: '2025-02-22T05:49:57.000Z',
<strong>    completedAt: null,
</strong>    assetComplete: false,
    completedModels: {
      fbx: 'https://... ',
      glb: 'https://... ',
      mtl: 'https://... ',
      obj: 'https://... ',
      usd: 'https://... ',
      gltf: 'https://... ',
    },
    devID: '94d... '
  }
}
</code></pre>


# Plugins

Kaedim's plugins allow you to integrate our app with your favourite programs.

<table><thead><tr><th>Table of contents</th><th data-hidden></th><th data-hidden></th></tr></thead><tbody><tr><td><a href="/pages/Xqv7kc4Ka5EiTgOw1Esy">Omniverse</a></td><td></td><td></td></tr><tr><td><a href="/pages/tUYapt5bcuq8o7ehslKx">Unity</a></td><td></td><td></td></tr><tr><td><a href="/pages/309tt78w5HUhhrQwRcZx">Blender</a></td><td></td><td></td></tr><tr><td><a href="/pages/jnQRykiEplaj3i4NU71d">Unreal Engine</a></td><td></td><td></td></tr></tbody></table>


# Omniverse

The Kaedim Omniverse plugin currently supports login functionality and file import. You can find it on our [**Github**](https://github.com/Kaedim/omniverse-extension)**.**

## Tutorial

{% embed url="<https://youtu.be/ItP7YA3VucE>" %}

## **How to use:**

Start by downloading and installing the plugin. Once installed, you should see the following:

<figure><img src="https://lh7-us.googleusercontent.com/rK6fEVlg5sbUPrvjv9tMDeMRWZQGl6x7AUi3zS_Hs0BJRkTfRojPWw-10JjueN1tCA_PYgj2mFPWooqpw9w26fNw3tZCLeD8U5aJTV0JG5Thk8Sd0R71V5nplJ7WjZXGrx0XABAjLW_dYb0pQAKIn6Y" alt="" width="375"><figcaption></figcaption></figure>

Next, log in to your Kaedim web app account: <https://www.app.kaedim3d.com/login>, navigate to the Settings page. Under the Security tab, scroll down to find your API keys. You will then see the following page:

<figure><img src="/files/ggrhOT7k6OodLiinGCdI" alt=""><figcaption></figcaption></figure>

Copy and paste the devID, API key, and the refresh token to the corresponding fields in the Omniverse plugin page. Then click "Connect".&#x20;

If you have connected successfully, you will be presented with a “Load assets” button.&#x20;

Import asset: Click "Load assets". Then you will see the following view:

<figure><img src="https://lh7-us.googleusercontent.com/mTylxSybqPiaWz14pt9Pmmny4aWyFm4muG2-unsP7hm42N713NQAKbglUgYsXwl6GAlR_OEWzbqpqMWDsfJsul3sNsTuU--BczU5UJsMGYi2sNSknMLcdfGtrZViW2OrwMuhrPi-B5jSjxSZmIhflBM" alt="" width="188"><figcaption></figcaption></figure>

To import an asset, click on it and then click "Import"&#x20;

{% hint style="info" %}
If a request has been canceled (or dismissed) it will be visible, but not clickable.
{% endhint %}


# Unity

The Kaedim Unity plugin can be found on [Github](https://github.com/Kaedim/unity-plugin)

## Installation Guide:

1. Download the `Scripts/KaedimPlugin.cs` file from the Github link above

<figure><img src="/files/35QW5GbRyXRZNW5MR4id" alt=""><figcaption></figcaption></figure>

2. In your Unity Project, create a folder named `Plugins` under `Assets` if it does not already exist
3. Under your `Plugins` folder, place the `KaedimPlugin.cs` file you just downloaded. Now, when you run your Project, the KaedimPlugin will automatically be built

## Usage Guide:

1. You can find the Plugin under Window → Kaedim Plugin

<figure><img src="/files/9g1wXC446LUGNtPSo8o8" alt="" width="375"><figcaption></figcaption></figure>

2. Once you open the panel, you’ll see a page to enter your credentials. You will want to enter your Dev ID and API Key found on your Kaedim profile at <https://www.app.kaedim3d.com/settings?tab=security>

<figure><img src="/files/Go6YjHR97kkSVfzMK2Dj" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/DQPW8Q7HG4S6HDNRw8YX" alt=""><figcaption></figcaption></figure>

3. You will now be able to view your available assets, or upload a new picture to generate new assets
4. Within the "Load Assets" panel, you can click individual asset names to download their corresponding 3D models

<figure><img src="/files/FpkYzWmgyKHEqrJlBaik" alt="" width="346"><figcaption></figcaption></figure>

5. The downloaded models can be found under your Assets folder. They can be imported into your Unity Scene from there

<figure><img src="/files/vyITY7oPOQGCmFFmnr2x" alt=""><figcaption></figcaption></figure>

6. You can upload new pictures to generate assets from the "Upload Asset" page. Make sure the image you choose follows our [Input Guidelines](/creating-assets/input-guidelines). You can view the progress of your new asset on the [web portal](https://www.app.kaedim3d.com/dashboard)

<figure><img src="/files/iCC9yWGlClKuUnGBdmmm" alt=""><figcaption></figcaption></figure>

7. You can view further details about how the plugin is running in the Console Panel

<figure><img src="/files/KX8ndTPbgBcqpPJ51wtu" alt=""><figcaption></figcaption></figure>


# Blender

## Installation Guide

1. Download the `kaedim_panel.py` file from the [GitHub Repository](https://github.com/Kaedim/customer_blender_plugin/tree/master)

   You can do so by either downloading the entire repository through Code -> Download ZIP or by clicking into the file and clicking the download icon in the top right

   <figure><img src="/files/1MdeahWjyqktu86cTTHP" alt=""><figcaption></figcaption></figure>

   <figure><img src="/files/JjmhbtSUlo42JAAj3dh7" alt=""><figcaption></figcaption></figure>
2. Navigate to Blender -> Edit -> Preferences -> Add-Ons -> Install

<figure><img src="/files/HvPLQqrdBmecncnJCPrm" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/6abHsPYS1CkouljoylGK" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/27uuzMbD8HjqULVaitpV" alt=""><figcaption></figcaption></figure>

Select the `kaedim_panel.py` file you just downloaded

3. Click the checkbox on the Kaedim add-on

<figure><img src="/files/bX0uzHyZ7sUhu6KZd7nQ" alt=""><figcaption></figcaption></figure>

## Usage Guide

* You can find the Kaedim panel in the N-Panels. Simply press the `N` key within blender and the display will appear
* You will need to enter your Dev ID and API Key to continue, you can find these within your Kaedim account: <https://www.app.kaedim3d.com/settings?tab=security>
* Once you've registered your Dev ID and API Key, you can upload new assets through the N Panel. Simply click through the options, specify your desired image, maximum poly count, and desired image quality. Once you are ready, you can start processing the file by clicking the `Upload File` button.
* At any time, you can retrieve your existing assets and import them directly into blender
* Click the `Retrieve Assets` button, and new buttons will appear for each model you have in your account. You can click the corresponding button to display these models within the blender layout workspace
* The names of your assets can be updated on the Kaedim web portal
* Each input box will have additional information that you can see when you hover your mouse over the field

<figure><img src="/files/f8IbqdRR9l6GbEUPN0Us" alt=""><figcaption></figcaption></figure>


# Unreal Engine

#### [GitHub Repository](#github-repository)

## Installation

1. Make sure that you also have [Visual Studio set up for game development with C++](https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/) and that you are running a [C++ Project](https://allarsblog.com/2015/11/05/converting-bp-project-to-cpp/)
2. Locate the directory of your project. For example `C:\Users\User\Unreal Engine\MyProject`
3. Create a `Plugins` folder if it does not exist already

<figure><img src="/files/lRSMCOG6llTLVuih7H5C" alt=""><figcaption></figcaption></figure>

4. Download the repository

<figure><img src="/files/zbMdVIxMHC81uozAgWcW" alt=""><figcaption></figcaption></figure>

5. Unzip the file and place the source code into the Plugins directory. For example `C:\Users\User\Unreal Engine\MyProject\Plugins`

<figure><img src="/files/yBk1MnheLR84gzlFKia9" alt=""><figcaption></figcaption></figure>

6. Reopen the project and Unreal Engine should prompt you to rebuild the project with the new plugin

## Usage

1. Navigate to your editor view and navigate to the Kaedim plugin

<figure><img src="/files/vW4cVrAHFWzN4pnVwOCy" alt=""><figcaption></figcaption></figure>

2. Click Kaedim to open the plugin

<figure><img src="/files/EoEIvEdxcw7KqIMYkvpo" alt=""><figcaption></figcaption></figure>

3. Enter your Dev ID and API Key found on your [Kaedim account](https://www.app.kaedim3d.com/settings?tab=api) and register your keys
4. Click "Download Assets" to retrieve your assets. They will be stored under `Content/Kaedim`
5. You will then be prompted by Unreal Engine to import your assets once they’ve been downloaded. From here, you can make additional configurations changes

<figure><img src="/files/B6nnODX3E7aQVbXwYoAt" alt=""><figcaption></figcaption></figure>

6. We recommend using an X rotation of 90 degrees and an increased scale to handle the orientation due to the difference in software

<figure><img src="/files/eirkHVkeizpTRmQzhiQ6" alt=""><figcaption></figcaption></figure>

7. Navigate to your Content Browser and to the `Content/Kaedim` folder. You will find all of your assets stored there

<figure><img src="/files/6lzwijU00SEOc1aYm7qn" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/yYU7xHfbrkdZrOw4DWLw" alt=""><figcaption></figcaption></figure>


# Settings

The Settings section allows you to update your profile, update your notification settings, change your subscription, and more.

<figure><img src="/files/eNj9arhnQNjGwa06G02x" alt=""><figcaption></figcaption></figure>

| Table of Contents                                                          |
| -------------------------------------------------------------------------- |
| [Billing](/admin/settings/billing)                                         |
| [Invoices](/admin/settings/billing/invoices)                               |
| [Updating Payment Method](/admin/settings/billing/updating-payment-method) |
| [Notification Settings](/admin/settings/notification-settings)             |
| [Account Settings](/admin/settings/account-settings)                       |


# Change Subscription

## Upgrade

If you would like to change your subscription plan, click on the "Plans" button. Here, you will be presented with all the available plans as well as the plan you are currently subscribed to.

<figure><img src="/files/ygChNMX7dPoN1phGDzrr" alt=""><figcaption></figcaption></figure>

To change your plan, select the plan you would like to upgrade to. Then confirm your selection by clicking "Upgrade." A pop-up will appear to confirm your change.

<figure><img src="/files/cUw0Ax3JyIACfHP6LlgI" alt=""><figcaption></figcaption></figure>

Once you have successfully updated your subscription, the credits will be added to your account immediately.

{% hint style="info" %}
If you upgrade your plan, you will receive a discount based on your leftover credits from your previous plan.

The discount will be determined by dividing your leftover credits by the plan cost.&#x20;
{% endhint %}


# Billing

Here you will be able to see a breakdown of your current period usage, change the card your subscription is billed to, cancel your subscription, and see when your subscription renews.

<figure><img src="/files/isDE0iwXktkmfqb70p26" alt=""><figcaption></figcaption></figure>

## Cancel Subscription

If you're sure that you want to cancel your subscription, you can do so in the Billing tab. Click the "Cancel subscription" button, and a pop-up will appear for confirmation.

When cancelling your subscription, please select a reason for cancelling.  This helps us further improve our app.

<figure><img src="/files/w9MSlFzsq6eEGaa9M7NV" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Regardless of when you decide to cancel, you will still have access to your credits until the end of your subscription period.
{% endhint %}


# Invoices

Invoices can be found under the Billing tab in Settings. You will be able to view a list of all transactions made on your account. Click on an invoice to view it in Stripe.

<figure><img src="/files/TsM3sDQoQmDJl4q5UhEi" alt=""><figcaption></figcaption></figure>

You are also able to export your latest transactions as a CSV.

{% hint style="info" %}
If your latest payment has failed, please see [Updating Payment Method.](/admin/settings/billing/updating-payment-method)
{% endhint %}


# Updating Payment Method

To update your payment method, go to "Settings" in the main nav bar and click "Billing."

<figure><img src="/files/E1fs36IumIP98UE1twLv" alt=""><figcaption></figcaption></figure>

To update your payment method, click the "Update payment method" button.

<figure><img src="/files/gvdnfNRwFJ3WQ7JICceY" alt=""><figcaption></figcaption></figure>

You will then be directed to Stripe, where you can input your new card information.

<figure><img src="/files/0G0gDgCuAhjgZVGR1SyH" alt=""><figcaption></figcaption></figure>

After saving your card, you will be able to see your new card listed in the Billing page.

<figure><img src="/files/OI8jCeViKVH5wtwGHwOS" alt=""><figcaption></figcaption></figure>

### Updating payment method after payment failure

If your payment has failed, you will see a banner on the top of the page prompting you to update your payment method.

<figure><img src="/files/3oRifyrO6DGu1syKhGRB" alt=""><figcaption></figcaption></figure>

Click the "Update Payment Method" button. You will be directed to Stripe to connect a new card. Once your new card is saved, click "Retry Payment."

<figure><img src="/files/KY63AeY6hsNn5nCLcEz4" alt=""><figcaption></figcaption></figure>

After your payment has successfully been retried, you will be able to resume generating models.


# Notification Settings

You are able to receive notifications when an asset has finished processing.&#x20;

To edit notification settings, go to "Settings" in the main nav bar. Then, click the [Notifications](https://www.app.kaedim3d.com/settings?tab=notifications) tab.

<figure><img src="/files/nNfsfD1t0kjtf7L7wbo6" alt=""><figcaption></figcaption></figure>

Here, you can choose to turn email or Discord notifications on or off.&#x20;

{% hint style="info" %}
Notifications will be sent to the Discord handle you listed in your[ Profile settings](/admin/settings/account-settings#editing-profile-information).
{% endhint %}


# Account Settings

To view and configure your account settings, go to "Settings" in the main nav bar.

<figure><img src="/files/b7a78FTzbNIRyZdWI1hC" alt=""><figcaption></figcaption></figure>

### Editing profile information

Under the "Profile" tab, you can change your profile picture, username, and change your Discord username.

{% hint style="info" %}
If you have Discord notifications enabled, the Discord username listed on your profile will be used. To learn more, please read [Notification Settings](/admin/settings/notification-settings).
{% endhint %}

<figure><img src="/files/0u1Aau4cVw6tK2idAL6Y" alt=""><figcaption></figcaption></figure>

### Editing security information

To change your password, set up Multi Factor Authentification, and access API Keys, go to the "Security" tab.

<figure><img src="/files/o9UMAxFPNUA96duNVOCd" alt=""><figcaption></figcaption></figure>

### Delete Account

To delete your account, go to the "Profile" tab and click "Delete account."

{% hint style="danger" %}
Please note that if you delete your account, you will also be deleting all assets in your account.
{% endhint %}

<figure><img src="/files/o7mpxmPxzbFqwZ6yCS42" alt=""><figcaption></figcaption></figure>


# Releases

Stay up to date on all our latest features

### September 2024

**Request Revision Update**&#x20;

We’ve updated the Request Revision feature to include feedback markers that allows for more precise feedback. These feedback markers correspond to text feedback that the user can input on the right.

Watch the [demo](https://youtu.be/OfaOF9HFJ3E) here.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfP5fsZkAVpfgrr0vNBZiMjf25eN3VMEr0A1JoCLJHJX5GrPol5Jmag-fsl70EEqQIq8ZzdlU0JK5irpuhJqSBiGt9gGkAp5pvLZz1OyW1hB7-mncLcGT2dX6wbg-vG40ckWy7rF4Wp6mgLe6salk2NNFYT?key=XqLfOvIe71smuFQaona0Vg" alt="" width="563"><figcaption></figcaption></figure>

**Priority Feature**

{% hint style="info" %}
This feature is currently available for our Enterprise customers.
{% endhint %}

Users can now adjust the priority of their assets in the queue. This feature allows users to designate assets as urgent or high priority directly from the Assets page, ensuring critical items are processed first. This is especially useful for batch uploads, where users upload multiple assets at once.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfPbUo0S_oYPl2wXd86vYMZNcxUf1SIi-grDz6dIxyblhb77H0uMNbnIGLKRY2HSiGzYN_WRwshOBP3_a6Hi_owj2CMDDFP5kCU_AG9p_Z3eOK1CFVv4Z0czHUcblvnRhH7XFvmktbHGy61fLitUnPIb5-D?key=XqLfOvIe71smuFQaona0Vg" alt=""><figcaption></figcaption></figure>

### August 2024

**“Pivot point” options for all 3D model generations to aid with importing to the game engines**

Users can now specify between “object center” and “base center” for their asset’s pivot point. Specifying pivot points allows them to scale, transform, and rotate their assets more easily once they have been exported to the game engine.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdRqgfQBFKfgLlWb6MlEaQLwPdvl8Ms2G1WS7gh3YVwLRAq5ZXnmfl-onjEY7kEHcVjvJGHRsdG_XJ6g7E6PbEEjzGAhIoo2j7dQY6g6CYLkRKNc0hAHl4qo7Z3hSqzk1q24alFAoq0eoAE-wUxxVbeInXk?key=iDTy8Y8NRqnpXzj2nZ7MAA" alt="" width="563"><figcaption></figcaption></figure>

**Art and technical specifications**

We’ve updated the Create page fields to allow users to send us their artistic and technical specifications.&#x20;

Using art and technical specifications, users can describe polycount distribution and any specifics for their asset in addition to their generation settings configurations and their input image.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcE5yYFTh8ptZN9J8GWfoIwG4QHx52jMuEuaS-LK1yIRLTTj9x0UWq2dQowfdlMvNwRz5PvQo6J6rd_nf_SNnGqeMyE21PH3q00G-0UHvDcJB3EdbIdtVDe8Z_I4zKG2A2gntAvQIlxEvpXVdoPsNY5c70g?key=iDTy8Y8NRqnpXzj2nZ7MAA" alt="" width="563"><figcaption></figcaption></figure>

### 8th July 2024

#### 🌇 Scenes&#x20;

This new feature enables users to upload images of entire scenes and generate them in one go, providing a serious upgrade to our "single objects" input rule. These scenes are fully editable and customisable, allowing you to create a complete scene all within Kaedim.&#x20;

We are also working on a feature that lets you combine together existing Kaedim assets in a new scene.

<div><figure><img src="/files/VfDa3LFs1GZOP5JfzG9R" alt=""><figcaption><p>Input image</p></figcaption></figure> <figure><img src="/files/j9MVG0eyOWqepPFUBzWG" alt=""><figcaption><p>Generated scene / 94,968 tris / High quality</p></figcaption></figure></div>

### 16th April 2024

**Game-ready Pipeline 👾**

The Game-ready pipeline is a significant improvement from our previous, geometry-only outputs. Game-ready assets can be textured, rigged, and optimised with LoDs.&#x20;

{% hint style="info" %}
Learn more about this feature [here](/creating-assets/game-ready-assets).
{% endhint %}

### 22nd March 2024

**Folders feature**&#x20;

Folders allow you to group assets together by tags, generation quality, and creator (studio only).

<figure><img src="/files/NX8GZkJlueHZdmOS5JuR" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
Learn more about this feature [here](/groups).
{% endhint %}

### 15th March 2024

**Team functionality** 🤝

If you're part of a team or studio, we've added an easier way for you to collaborate with your peers. Invite collaborators to your workspace and organise your team with Admin and Editor roles.

{% hint style="info" %}
Learn more about this feature [here](/enterprise-features/team-functionality).
{% endhint %}

### **11th March 2024**

Hello everyone,

Our entire team at Kaedim is thrilled to announce that we have successfully closed our Series A funding round, securing $15M in financing from our investors at A16Z GAMES!

{% embed url="<https://youtu.be/FSAJr5stnBQ>" %}
Announcement video
{% endembed %}

Alongside this announcement, we've launched two new releases:

⭐️ Marketplace

Browse through 10,000+ high quality and ready-to-use 3D assets in our newest product launch: Kaedim Marketplace. This is the only 3D marketplace that lets you generate 3D assets, ensuring that you always get the exact asset you need.

<figure><img src="/files/sbsYHOLdu8HUI25OK5xN" alt=""><figcaption></figcaption></figure>

🏷 [**Trials**](broken://pages/xF3uT1t0sOxcI0z8xUwl)

{% hint style="warning" %}
Note: Trials are no longer available.
{% endhint %}

Due to high demand, we've released our [new Trials](broken://pages/xF3uT1t0sOxcI0z8xUwl). This lets you try Kaedim before you commit to a monthly plan.

<figure><img src="/files/bv4Y53X7QtPMsQUgj0Ne" alt=""><figcaption></figcaption></figure>

**18th January 2024**

Featuring our new Create page! 🎉

<figure><img src="/files/uelqsljz39KsKX4PCl8D" alt=""><figcaption></figcaption></figure>

We've got a couple of updates here:

First is our new **Learning Center**. If you're new to Kaedim or to 3D in general, this will be a helpful and simple guide for you to learn more about Kaedim and how to use it to its full potential. ⭐️

<figure><img src="/files/ac3m3JXDikVGpR2Gfn2R" alt=""><figcaption></figcaption></figure>

Next, we've added the text box for image generation right under the upload box to make your workflow even faster!

<figure><img src="/files/rLBUmj1cAJ9NbrJ25u3E" alt=""><figcaption></figcaption></figure>

We've also added a note that image generation does **not** require any credits.

#### 5th December 2023

Hello everyone,

We’re excited to share a new addition to our app that lets you view and download your generated 3D models before modifiers are applied:

**The Pre-modifiers Feature** 🎉

In the Assets page card view, you'll see a toggle button that will allow you to preview the pre-modified model.&#x20;

{% hint style="info" %}
Pre Modifiers will not be visible for colored assets. However, you can click on a previous, non-colored version and view the Pre Modifiers.
{% endhint %}

<figure><img src="/files/SCo17kQiDbjyb2DbkDJN" alt="" width="212"><figcaption></figcaption></figure>

You can also view it in the 3D studio! You can find the button on the top and switch easily between the pre-modified and final model.

<figure><img src="/files/JPpE9PvSJFG39Svz4zXA" alt=""><figcaption></figcaption></figure>

You can find the new obj (pre-modifiers) format in the Download pop-up when you download your asset.

<figure><img src="/files/Cw9r6EQD7RCJ2RmfgYcW" alt="" width="165"><figcaption></figcaption></figure>

![:art:](https://a.slack-edge.com/production-standard-emoji-assets/14.0/apple-medium/1f3a8.png) **What are Modifiers?**\
Modifiers are operations that improve the appearance of your models. These can include smoothing, deformation, and subdivision.

![:bulb:](https://a.slack-edge.com/production-standard-emoji-assets/14.0/apple-medium/1f4a1.png) **Why is it important to have pre-modified models?**\
Kaedim has many use cases, and we want to make it as easy and fast as possible to integrate the Kaedim-made 3D assets into your workflow. By adding the pre-modified version of the 3D models, you now have a starting point that’s even easier to edit.

![:arrows\_counterclockwise:](https://a.slack-edge.com/production-standard-emoji-assets/14.0/apple-medium/1f504.png) **Updates and Support:**\
As always, our team is here to assist you. If you have any questions, feedback, or need support with the new feature, reach out to us in the Discord #help-and-support channel.

Happy Modeling! \
The Kaedim Team

{% hint style="warning" %}
Assets made before the release will not have this feature.&#x20;
{% endhint %}

#### 17th September 2023

Hello everyone! :)) We are back with some exciting changes that have been brewing the past couple of months.

* Combine feature: You can now request for new models to be attached to another model. Useful for attaching weapons or accessories onto your character like so:

![](/files/Y6cfRs0a5LS5TRVFEpVq)![](/files/hqNYvYwzUgZCipDSnvxa)

* PBR Texturing: Our Texturing BETA is back for another round, this time with a whole new PBR look. This new feature will allow you to make more physically realistic texturings!

<figure><img src="/files/u54jKOGZSzBnM2yplQZG" alt="" width="375"><figcaption></figcaption></figure>

* Merge Meshes: You can now select meshes that you want to merge from the 3D Editor! For models with a large number of meshes, you can use our Automatic Grouping function which selects adjacent meshes for you!&#x20;

<figure><img src="/files/ICx1m9WaRyDF0BUjt76T" alt=""><figcaption></figcaption></figure>

* Download LoDs: Whenever you download an LoD, we automatically group each level for you and place them into the same file:

<figure><img src="/files/RMkXufa6BK60jBh5c7kP" alt=""><figcaption></figcaption></figure>

* Review Model (Enterprise Only): For our Enterprise customers, we have enabled the option to occasionally send a model back for reviewing in case you are not satisfied with its outcome. Just click on the "Not satisfied with your model?" and follow the instructions!

<figure><img src="/files/kPBgsqAL1hHXb00AfapY" alt=""><figcaption></figcaption></figure>

* Multi-Select & Multi-Delete: The times of selecting assets one by one are before us! While you are on the Dashboard or Assets page, you can now press CTRL to toggle multi-select.

<figure><img src="/files/jb0WgM9LDdI1oWCban7f" alt=""><figcaption></figcaption></figure>

* Duplicate: Did you happen to like the generation settings you used? You can now instantly press on the "Duplicate" button on the bottom right corner of your assets to start creating using the same settings!&#x20;

<figure><img src="/files/z2a0F2OSbn4Eyuo9ZF1g" alt=""><figcaption></figcaption></figure>

* Sorting: You can now sort all of your assets according to:
  * &#x20;when they were created "Chronological" or&#x20;
  * according to when you last made a request with them (Texturing, Iteration etc.)

<figure><img src="/files/bOiGI2HBLBD5YgflPuag" alt=""><figcaption></figcaption></figure>

* Invoices: From your user settings, you can now view all of the previous invoices we have issued you! Clicking on the invoice Number will take you to the corresponding Stripe page, where you can either view an old invoice or pay your new ones.

<figure><img src="/files/2PWjPMFU9A56hpPw8fAW" alt="" width="375"><figcaption></figcaption></figure>

* Processing...  : You can now see every step of the generation of your model from its card, as well as the step it currently is on!

<figure><img src="/files/w5yMxG0oyARUQeAFTwZx" alt="" width="375"><figcaption></figcaption></figure>

Minor fixes:&#x20;

* Uploading a model now sets the polycount limit to that of the model uploaded instead of defaulting to a value.

#### 21st June 2023

Hi everyone 👋 We have upgraded our Texturing BETA to allow for better texturing for perspective images

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F92ba950e-1aed-4566-9fa3-f78334b2685d%2FScreenshot_2023-06-21_at_13.37.36-removebg-preview.png?table=block&#x26;id=17d647db-61f2-4677-85cc-753257e94269&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

&#x20;Additionally, we have released a ‘Sandbox’ custom style available for everyone to use!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F64090e31-68dc-4e4e-b6f8-4f8a1374ec4c%2FScreenshot_2023-04-06_at_19.40.45-removebg-preview.png?table=block&#x26;id=983cffd5-0e1a-4420-9135-4743867f38e8&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

&#x20;

#### 09th June 2023

Hi everyone 👋 We have released our text to 3D BETA (for selected partners) allowing you to go from prompt to 3D model.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fa8df1247-9601-46a7-8b44-c9bbf618635f%2FScreenshot_2023-06-12_at_14.58.11.png?table=block&#x26;id=25cf58a5-b656-4149-baca-75a9edf52335&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F707b4987-56d8-49d3-897d-2363f5ad77c9%2FScreenshot_2023-06-12_at_14.56.56.png?table=block&#x26;id=0e468d0b-bf92-4db6-9c55-e6e9857476ec&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

#### 06th June 2023

Hi everyone 👋 We have released our newest addition to our texturing BETA, granular vertex coloring, allowing you to automatically color a generated asset based on the input image.<br>

#### 31st May 2023

Hi everyone 👋 We have released a feature to allow you to get multiple Levels of Detail for your Models

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Ff9c5ef9e-984a-44c1-b26c-dfa5a2f508e8%2FScreenshot_2023-06-08_at_16.58.38.png?table=block&#x26;id=678295b2-54b4-444f-b130-af69b85646e2&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F1ec41719-9cf8-4cec-a67c-04afda46c039%2FScreenshot_2023-06-08_at_16_57_28-transformed.png?table=block&#x26;id=215c4a1b-da0b-40a4-9538-00db281995d9&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

#### 28th May 2023

Hi everyone 👋 We have released a new functionality to allow for automatic UV Unwrapping

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fff31f1f7-bdd8-4435-9fa0-9445c2109617%2FScreenshot_2023-06-08_at_17.02.46.png?table=block&#x26;id=a4afdc51-1548-497f-aede-e167e3e790bf&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F7260e4c9-1f66-48de-b782-b38281ce9f9e%2FScreenshot_2023-06-08_at_17.02.23.png?table=block&#x26;id=82202ac3-e70f-4891-9bec-ff3a1bde0d5b&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 15th April 2023

Hi everyone 👋 We have released a new functionality to allow our partners to train our algorithms on your specific inputs to get your stylized 3D model.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F4c63141b-f578-447c-86dc-6a5f6025d8cc%2FScreenshot_2023-04-06_at_18.34.48.png?table=block&#x26;id=d248995e-efef-4458-860b-a74e9c126e3f&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fe71efa6f-be6e-4267-811f-9389741f3396%2FScreenshot_2023-04-06_at_18.39.32.png?table=block&#x26;id=cc69d0cb-8468-41e9-93f0-db916ee7e5c8&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 1st April 2023

Hi everyone 👋 We have released our new UI/UX for our web app!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F66e8cc58-5c77-4d1b-9971-82e70ed78697%2FScreenshot_2023-04-03_at_16.27.19.png?table=block&#x26;id=c8aba408-9849-4378-8062-e1785df7866e&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 20th March 2023

Hi everyone 👋 We have released a new functionality for our partners to allow you to add team members to your account

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fc3834e53-f444-42b6-9827-2628215cd1bd%2FScreenshot_2023-03-24_at_19.23.16.png?table=block&#x26;id=1c98934f-39fa-41c2-aa03-a646dd5c9c64&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 13th March 2023

Hi everyone 👋 We have released a new functionality to allow you to upload your own 3D models onto our platform

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fc9678a65-c779-4889-9eea-ab4305b6833f%2FScreenshot_2023-03-20_at_13.49.21.png?table=block&#x26;id=6a0f1254-39bf-4e57-9943-f7db2bbb1dc8&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 3rd March 2023

Hi everyone 👋 We have updated our model card view to allow you to look over the model Details and History

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fdec51d4e-7133-423e-8116-150e92df3fe7%2FScreenshot_2023-03-20_at_13.55.47.png?table=block&#x26;id=b3ac167b-a6d8-4568-b711-437405d97f2f&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 1st March 2023

Hi everyone 👋 We have released our search functionality on our assets library to allow you to quickly locate your desired asset.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F10728f41-d0a2-4730-835c-2329d0fbad9d%2FScreenshot_2023-03-20_at_13.29.01.png?table=block&#x26;id=4e6fdb63-75f3-4900-96fd-b9dacb1e525c&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 10th February 2023

Hi everyone 👋 We have released our Texturing [Beta 3.0](https://www.youtube.com/watch?v=0S_zjCuhILk) with automatic image projection and vertex coloring

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fcdn-images-1.medium.com%2Fmax%2F1600%2F1*eSgixfyWWdaZ7GqkZlAAew.png?table=block&#x26;id=28d0bddb-bcb1-49f8-8227-3cc658aba090&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 9th February 2023

Hi everyone 👋 We have added a small feedback form on our 3D viewer to allow users to share their thoughts on the generated models with our team.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fcdn-images-1.medium.com%2Fmax%2F1600%2F1*ilxLY84Maa76VEHu0B1gTg.png?table=block&#x26;id=2f2f6c3c-1b7e-43d1-acbf-95d2c6fb1e7d&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 8th February 2023

Hi everyone 👋 We have released our new pricing iteration! You can read more about how it all works in our [Plans](https://docs.kaedim3d.com/plans) section.&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F03ebd69e-fa59-4d9a-94ed-817532662b07%2FScreenshot_2023-02-22_at_18.46.20.png?table=block&#x26;id=ca7e0678-368b-4b8c-9ae3-09c4ad8c97ef&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;We have implemented a uniform credit system so that Kaedim users can access all of our new functionalities and features using only one type of credit.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fcdn-images-1.medium.com%2Fmax%2F1600%2F1*BJlWWSx7PiCQCLpogXyiPg.png?table=block&#x26;id=e87b0280-2668-4558-99e6-3de658a9dc48&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;We have implemented the ‘Ultra’ generation mode on our input settings to enable more complex images to be generated with even higher detail capture.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fee92a382-230b-4068-a723-b16bb6363e48%2FScreenshot_2023-02-28_at_14.38.44.png?table=block&#x26;id=824c0de2-a766-430d-a953-223c704ef5c6&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 2nd February 2023

Hi everyone 👋 We have added a new feature to our iteration functionality to allow you to upload new images to show in better detail the changes in the model you would like to see&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F2710abc1-9aa3-4dd8-bebf-d77b5e5aa9c3%2FScreenshot_2023-02-10_at_16.31.33.png?table=block&#x26;id=e6b86c7a-374e-4885-8ed0-c29f9c5d0e85&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 31st January 2023

Hi everyone 👋 We have been working on a couple of improvements this past week:&#x20;

* We’ve fixed the drawing functionality to be more accurate

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F9bdee652-c3d6-48bf-b536-420f5d68cc30%2FScreenshot_2023-02-02_at_16.09.21.png?table=block&#x26;id=dfc02ac3-d1ea-413a-8d44-8cd608ab4388&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;&#x20;

* We’ve added a filtering functionality for iterated assets, on our asset page

&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F843d730e-cde2-4cdc-910d-cc1f278888ad%2FScreenshot_2023-02-02_at_16.12.13.png?table=block&#x26;id=21479969-10ee-442f-bd24-a3faee8adc02&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;&#x20;

* Released our feedback form feature which will allow you to give us feedback easier and help us improve our algorithms

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fd958fc81-5ce9-4b05-ae96-1e23638409c3%2FScreenshot_2023-02-02_at_16.10.19.png?table=block&#x26;id=74d915b6-e73d-46bb-b463-e40a0806a88b&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

* We’ve added functionality to download the input image(s) alongside the 3d models

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F42a026c8-04fb-4050-b6a7-f9d910027351%2FScreenshot_2023-02-02_at_16.13.16.png?table=block&#x26;id=88cc88ef-ac40-48f8-a9b7-79bbc69bacfa&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

* Last but not least we expanded our trial expiration date to 30 days instead of 3 as well as added an invoice option for trial purchases

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F2bd24933-2974-4b42-ab72-09f2c5d34489%2FScreenshot_2023-01-26_at_10.35.16.png?table=block&#x26;id=262895e8-902e-4055-9b2a-e5c6481ac28e&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 19th January 2023

Hi everyone 👋 We have added HD, texturing and iteration indications to our assets page for easier visualization

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F5b409c43-f743-431c-a31c-227cae641707%2FScreenshot_2023-01-19_at_14.00.12.png?table=block&#x26;id=e1e63ee1-44fb-43cf-a9d2-221de65aafcd&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F19411808-bb64-4fb3-968a-1de5f06ceab5%2FScreenshot_2023-01-19_at_13.58.21.png?table=block&#x26;id=f271a83c-5c7b-41d8-be4a-f4ddea0ba231&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F4268ba0b-c543-4d4e-a396-d850ebf7414b%2FScreenshot_2023-02-02_at_15.26.34.png?table=block&#x26;id=d9d24fa7-3524-46e5-9c8f-e63fce4f07b6&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 15th January 2023

Heads up everyone! We have updated our website!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fe28fa860-9c64-46f6-a935-2cf5153702b8%2FScreenshot_2023-01-17_at_14.28.00.png?table=block&#x26;id=1a84d840-2024-472a-bc6f-1c9ced8b6baa&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 13th January 2023

Hi everyone 👋 You can now share your favourite models with your friends through our share feature!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F66be75ac-176b-482e-83a8-5d9946049921%2FScreenshot_2023-01-17_at_14.41.47.png?table=block&#x26;id=f1834df0-6975-4976-926e-0363fa38068c&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F67b8ae16-ea24-4c08-a554-9172612d694e%2FScreenshot_2023-01-17_at_14.43.49.png?table=block&#x26;id=c4fddc63-8dcd-4082-9f99-7498395014f9&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F7b08c757-96fe-46f7-b1de-15cf7e022646%2FScreenshot_2023-01-17_at_14.44.15.png?table=block&#x26;id=af8edf49-9ee2-422e-b14d-454c299a92b7&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

&#x20;

#### 11th January 2023

Hi everyone 👋 We have implemented our crop feature onto our create page to make it easier to select 1 object in images containing multiple!&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F3c5b3ed0-3ff6-42f2-83e2-eb202e54b2c7%2FScreenshot_2023-01-17_at_14.40.25.png?table=block&#x26;id=f8d2e58d-63cf-4c70-acfa-26fd21834948&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Faf265aae-15d1-43b0-9fca-532f85163921%2FScreenshot_2023-01-17_at_14.39.37.png?table=block&#x26;id=8f9122be-ebd0-47e9-9e3b-7d1f144c1cc3&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 6th January 2023

Hi everyone 👋 After relevant customer feedback we have added the input height information on card view as well as an all-dimensions illustration on the Kaedim studio when pressing the scale icon!&#x20;

#### 2nd January 2023

This is NOT a drill! Our automatic texturing BETA release has landed 💣

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fc0826a04-c48e-4c99-a46a-1ac1c98bd844%2FScreenshot_2023-01-08_at_20.31.51.png?table=block&#x26;id=dda6cb71-8952-4b0f-8b2d-a5fc85d9a172&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Here is a demo on how to use: <https://youtu.be/6fx6bvqtFkE>

This first version only works with a single input image which needs to be the orthographic front view of the model. It also needs to have removed background and padding like the demo shows.

Here is our more detailed written documentation on the steps you have to follow for best results: [Broken mention](broken://pages/PkRhNWVmSWOdrvUv0J33).&#x20;

Please note that the textured models are saved as an iteration, so you can always access the untextured raw output.&#x20;

#### 16th December 2022

Hi everyone 👋 We upgraded our colouring tool by adding colouring effects in the colour options! Now you can choose between glossy, metallic, glossy metallic, transparent, mirror and matte when colouring your assets!We also fixed the lighting of our 3D viewer to display colours more accurately and named the download files to match the asset names.🎨

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fa1b4c3c1-148b-4f40-8e54-3aaf05e0721f%2FScreenshot_2022-12-16_at_19.20.51.png?table=block&#x26;id=bce95ace-0cf9-4930-8e63-4e0ab98535bb&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 6th December 2022

Hi everyone 👋 We implemented an automatic remove-background feature to tackle the problem of many requests being dismissed for complex background.The feature is currently live allowing those of you on a full plan to automatically remove the background from your input images!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F5fa4b802-ee97-4162-81b3-4990d88371ed%2FUntitled_design.gif?table=block&#x26;id=da112098-91d7-4411-9f39-243d1bdf87df&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Happy Modeling! 💫

#### 2nd December 2022

Hi everyone 👋 We expanded our API by adding a route that allows our API users to check on the progress of an individual request instead of waiting for the webhook response.Happy Modeling! 💫

#### 24th November 2022

Hi everyone 👋 After relevant customer feedback, we have expanded the formats we provide by adding .usdWe have also built and released the parametric scaling functionality to a couple of selected partners. Soon it will be available for all of our paying customers.Happy Modeling! 💫

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fcf7908e9-8805-4a9d-82ff-1ed8947236f4%2FScreenshot_2023-01-03_at_13.32.00.png?table=block&#x26;id=3e8fadd7-f766-4c89-989f-85d2df62479d&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F95311b74-bd63-438f-ac33-c64265399dcc%2FScreenshot_2023-01-03_at_13.30.41.png?table=block&#x26;id=9ff3e1f7-8e7a-45e9-8b1a-1747fe32e547&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 21st November 2022

Hi everyone 👋 After relevant customer feedback, we have upgraded our trial package by adding a Premium Trial option which does not have the 1 generation per day limitation and includes one HD credit and one Iteration credit. This trial gives you the full experience.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F7919933e-1031-41ca-b364-898efbd995bf%2FScreenshot_2022-11-21_at_16.31.06.png?table=block&#x26;id=4e54f536-4533-4505-845c-dab36015bef1&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

We also removed the auto-convert functionality, as everyone was forgetting to cancel, so trials no longer convert to a full plan.Happy Modeling! 💫

#### 15th November 2022

We have released our new Symmetry option that allows you to specify towards which axis you want your asset mirrored. For example if you check X the model will be symmetrical in the X axis but if you check X and Y it will be both in X and Y.Happy Modeling! 💫&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fa0cfdf20-a908-4914-a114-5cd044afe014%2FScreenshot_2022-11-15_at_10.15.15.png?table=block&#x26;id=2050e5ea-5daa-4668-8ed2-9f21a78c9d5a&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 13th November 2022

We have updated our asset rename UI to make it easier to edit your asset’s name.We also changes our tag editing functionality to make it friendlier to use. You no longer need to refresh your browser to see the changes!Happy Modeling! 💫

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F349b89a7-b18e-4d52-87f9-c9a6d8726f7f%2FScreenshot_2022-11-14_at_14.24.53.png?table=block&#x26;id=a8dce6b4-af15-436d-8ad6-b8c247da68e0&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

&#x20;

#### 10th November 2022

We have updated the UX on the trial checkout to help users understand better the format of the trial:

* 3 generations, 1 per day
* Advanced featured (HD and iterations) not included

Hope this helps!Happy Modeling! 💫

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F5a65e41e-ed6f-4dcd-9485-96bb062da354%2FScreenshot_2022-11-13_at_17.29.16.png?table=block&#x26;id=0bbee72a-96e5-4f63-96ec-d49a5eca1137&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 8th November 2022

We have released our new website!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F4da73dfb-5754-4235-9a99-5575dfd83f6e%2FScreenshot_2022-11-14_at_14.07.08.png?table=block&#x26;id=6ee632ed-5aa1-43dd-a065-470f8942a6a5&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Happy Modeling! 💫

#### 7th November 2022

We have released our new UI/UX for our web app! See the new demo video here for a run-through of all the functionality and new experience: <https://youtu.be/h_tsG6wQtz8>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fa8c6647f-50a1-4bfd-a225-ff00d1fc98ea%2FScreenshot_2022-11-14_at_14.07.54.png?table=block&#x26;id=06ce87f5-359a-47ae-965c-e507eefdca48&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Happy Modeling! 💫

#### 10th October

We have fixed our asset deletion functionality and added information regarding the requested upper limit at the card view!Happy Modeling! 💫

#### 5th September

We have updated our wireframe to display the topology of the model in quads instead of triangles! Happy Modeling! 💫

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F65ef8a51-2c0d-4ee5-a1f8-c8f97bc89612%2FScreenshot_2023-01-03_at_13.40.50.png?table=block&#x26;id=eee07df2-5636-4b21-bc14-650d05d03126&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 25th August 2022

After relevant customer feedback, we implemented a feature for buying extra iteration credits for your account! You can get them in packs of 10 and they never expire! If you do purchase more iteration credits through this feature, the ones that refresh along with your chosen plan will be added on top.Thanks for all the feedback, keep it up!Happy Modeling! 💫

#### 12th August 2022

Hi again! New update is out! 🎉After receiving relevant customer feedback we are now carrying over your unused monthly credits for a month! This means that your credits will renew each month on your subscription date and any unused credits from the previous month will carry over for a month and then expire.Happy Modeling! 💫 P.S. Credits are used up from oldest to newest!

#### 3rd August 2022

Hello 3D world 🙌This week we improved our 3D viewer, security and response times of the app so that you get an overall better user experience 🎉Happy Modeling! 💫

#### 28th July 2022

Hi again! New update is live! 🙁 Problem: People were using the Texturing option on their generations from the Create page but... if they wanted them Edited the texture would mess up. 😃 Solution: We have removed the Texturing option from the Create page. Now, if you have texturing credits, you'll be able to use them from the Kaedim Studio after your asset has been generated and edited to perfection We have been loving your feedback so any ideas please let us know at 📍platform-feedback on our Discord.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Faa4ca0a0-4319-4f83-b118-dd870b874949%2Fsofa_studio.png?table=block&#x26;id=b7481780-36b6-40a9-a600-09ce18b3af8f&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F64fedb55-364c-4ecf-9bdb-99148491b670%2Fsofa_studio2.png?table=block&#x26;id=e2d49950-58af-485c-a6bf-5fc83bf4b07e&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Happy Modeling! 💫

#### 27th July 2022

After customer feedback, we upgraded our EDIT functionality to include the option to draw on your input image to better show what area of your model needs more attention. If you have feedback, please let us know on our Discord at 📍platform-feedback and we'll try to build accordingly! Quick demo here ⬇️

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F6f126281-82de-430f-af75-796d5ae15001%2Fexample_studio.png?table=block&#x26;id=975ebcca-134c-4350-9d09-ecf9baea5a4a&#x26;cache=v2" alt="notion image" width="375"><figcaption></figcaption></figure>

{% embed url="<https://youtu.be/DdEc3hp0l28>" %}

Happy Modelling! 💫&#x20;

#### 20th July 2022

Hello 3D World! 🙌We just added sharing functionality on our asset card view. How does it work? It downloads a screenshot of your 3D model and opens up a tab on the social media of your choice (we currently support LinkedIn, Twitter Pinterest and Reddit) to share it!We are looking forward to seeing your generations trending.👀Happy Modeling! 💫

#### 10th July 2022

Hello 3D World! 🙌We just added a mirroring option on our create page. It is ideal for objects you want to be modelled 100% symmetrically.It works best if you provide an image of the half part of the object you want to generate symmetrically.Happy Modeling! 💫

#### 7th July 2022

Hi everyone! We've received feedback from some of you saying that you'd like to try a couple of 3D model generations before getting a subscription and we hear you! 🎉We just launched our 3-day trial that will give you three 3D model generations for $6 so you can experiment a bit with our tool.Just log in to your account [here](https://app.kaedim3d.com/) and go to Settings > Change Subscription to start your trial!Happy Modeling! 💫&#x20;

#### 30 June 2022

We just launched our texturing feature! 🎨This allows you to request textured models from us.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F803d8a55-bd36-4872-8229-80784467f723%2Ftexture.png?table=block&#x26;id=a311145e-0f03-485f-aa9b-1bb3635e0a4e&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

How will it work? It will be a checkbox on our create page and by selecting it you let us know that you want us to add textures. Once the model is completed it will be available in all formats, for obj we will provide you with an additional zip containing the .mtl and any .png needed for the textures. ✨Happy Modeling! 💫

#### 15 June 2022

We just launched our iteration feature!This enables you to request small adjustments on models you've already generated! 🎉How will it work? After your asset has been returned, you can select the edit option 🖊 and fill out a short text box describing any modifications you need. We'll then return your iterated model back to you within 5 minutes. After you modified your asset you will have access to both versions of the model.Happy Modeling! 💫&#x20;

{% embed url="<https://www.loom.com/share/608acdde01514f26b9a800e3929be6a5?sid=234e9264-8743-4adb-b6a6-a85efe932563>" %}

#### 7 June 2022

We just pushed live our new rating feature! ★★★★★Now you can give us feedback on how good the model generations you get are by rating them! We aim to use this feature to make it smoother for you to be giving us feedback, while enabling us to improve according to your standards! 🎉Happy Modeling! 💫

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F5802a31e-9f0c-41a2-a617-326e695a5052%2Frate.png?table=block&#x26;id=fcf04980-df82-4583-b053-daa4c713214f&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 5 May 2022

New demo landed 🛬As always, happy Modeling! 💫&#x20;

{% embed url="<https://youtu.be/goxyUppkvaY>" %}

&#x20;

#### 21 April 2022

Hello 3D World! 🙌✨ New functionality on our Kaedim Studio- You can now take an object that has different parts to its mesh and merge it so that it's all one object. When merged, the merge applies to the download too.

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fdc65ab09-9fe5-4b56-b1b3-48401eb25064%2Fmerge.png?table=block&#x26;id=8f39ceaf-1179-4e62-966d-0aaddb88582e&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

🐛 Bug fixes:

* You can download coloured meshes in all formats
* You can download scaled meshes in all formats

Happy Modeling! 💫

#### 19th April 2022

We have added the High Detail option that exists in our Web App to the process route on the API.Happy Modeling! 💫

#### 12 April 2022

Hello 3D World! 🙌✨ New functionalities on our Kaedim Studio:

* Added back Ambinet Occlusion as a choice
* Sample colour from image functionality is here!

&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2Fe90d3f92-3d4b-4bff-8155-efaa7a15168f%2Fapril_update.png?table=block&#x26;id=f7895db8-926f-4bc7-87d6-16cbd3d42e8f&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

🐛 Bug fixes:

* Loose edges in geometry should not happen anymore

Happy Modeling! 💫

#### 11 April 2022

Hello 3D World! 🙌✨ New functionality on our Kaedim Studio:

* Select multiple mesh parts
* Reset the colour of the mesh

🐛 Bug fixes:

* Fixed the bug with floor overlapping with geometry
* Removed Ambinet Occlusion temporarily as it's meshing with some of our other functionality

Happy Modeling! 💫

#### 8 April 2022

Hello 3D World! 🙌✨ Introducing the Kaedim Studio, the next generation of our 3D viewer:

* Ambient Occlusion rendering
* New background

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F8c4d2d98-7caa-40e8-9932-d00c88f6d5ff%2Fbefore_scale.png?table=block&#x26;id=7cdc0d6c-d13e-4c7b-826c-4a8a3b113997&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Before scaling (ft. cube 1m x 1m x 1m)

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F662b3db7-cbe2-4c19-ab56-0042d502614b%2Fafter_scale.png?table=block&#x26;id=6f923b7b-349d-47bf-a6ab-900dddae034a&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

After scaling (ft. cube 1m x 1m x 1m)🐛 Bug fixes:

* Loose edges in some of the geometry that shouldn't be there is now fixed
* 3D viewer lighting is now updated/fixed

Happy Modeling! 💫

#### 7 April 2022

Hello 3D World! 🙌🧑‍💻 On the API front:

* We updated the API documentation
* We created a simple React app implementation on GitHub for helping people with an quicker/easier implementation. Link [here](https://github.com/Kaedim/API_Implementation)

Happy Modeling! 💫

#### 5 April 2022

Hello World! 🙌Today we added HEX and RBG options to our fill tool, more relases coming during the week 👀Happy Modeling! 💫

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F738759ef-35ee-413b-af83-7c5e3dd3b646%2Fhex_and_rbg.png?table=block&#x26;id=4bc276a3-a0bf-4dd5-a873-278a25dd19f7&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

#### 4 April 2022

Hello World! 🙌We released our fill-tool today on our Web App!I like it, Picasso 👩‍🎨&#x20;

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F8d96497b-0dd1-4ecb-a0b6-ee910a7809f7%2Ffill.png?table=block&#x26;id=dfdca921-9d9c-4c52-acd6-b92be342bca9&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

🐛 Last but not least, our release today deals with the following bugs:

* Polycount calculation on the generated meshes no longer displays weird decimal values
* Normals are correct on the generated mesh (no more flipped normals on objects)

Happy Modeling! 💫

#### 1 April 2022

Hello World! 🙌Today we published our first prototype of material application on the generated geometry. We are exploring whether people would like this as an option for their generations.Happy Modeling! 💫

{% embed url="<https://youtu.be/9ob-f9dVFhc>" %}

#### 23 March 2022

Hello World! 🙌We launched a redesigned and more user friendly version of the Kaedim App! Check it out and let us know what you think!

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F6698223e-a158-4c7d-ba1b-91e030dcb22a%2Fdashboard1.png?table=block&#x26;id=1e571751-9612-4758-9d9b-719eab1e327a&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

<figure><img src="https://www.notion.so/image/https%3A%2F%2Fs3-us-west-2.amazonaws.com%2Fsecure.notion-static.com%2F5cc70932-d1ef-4b33-b552-f2f34d8b5960%2Fdashboard2.png?table=block&#x26;id=4a03bb5b-ce7c-4f10-8ee8-bd0a43e21d34&#x26;cache=v2" alt="notion image"><figcaption></figcaption></figure>

Happy Modeling! 💫

#### 4 March 2022

Hello World! 🙌Anyone can now build apps using our tech, and one of the most exciting applications will be enabling game devs to integrate 3D User Generated Content into their games giving players the power to create in 3D!

Artists and game devs have used Kaedim Web App so far to quickly prototype, create and iterate their 3D art, in a cost effective way. However, talking to a lot of game developers, we realised something key. For the same reason games like Minecraft and Roblox are very popular, more and more people want the opportunity to customise and contribute 3D content inside their favourite games/metaverses.

This is why we created, and now introducing the Kaedim API. Within your app, enable your players to upload their 2D inspiration and easily create their own 3D content for customising and populating the game.

Here is a quick Demo ➡️ and to know more, check our [Documentation](https://app.archbee.io/public/m370vHO-M7WGXJQLRlIte/AU-DhH6mX0e1sb_FRXH3i). Hackers News launch: <https://news.ycombinator.com/item?id=30552988#30564247>&#x20;

{% embed url="<https://youtu.be/k976GJWQrKw>" %}

#### 28 February 2022

Hello World! 🙌Jumping aboard the Kaedim ship has never been easier! Our self-checkout page is now live, see you on the other side! [https://www.kaedim3d.com/pricing](https://www.kaedim.com/pricing)If you are an indie developer, reach out, we might have something special for you too 👀&#x20;

#### 18 January 2022

Hello World! 🙌Great news, we updated the polycount input to be a text box instead so that you can input any value between 100-100K! Finally, you can now also rename your assets and give them unique names! Happy Modeling! 💫&#x20;

#### 17 December 2021

Hello World! 🙌The people have spoken! We have removed the “Recent Assets” section from our Asset Page and have added live asset status to the tiled view of your asset library! Happy Modeling! 💫&#x20;

#### 14 December 2021

Hello World! 🙌Really excited about this one! We just released a real-time progress bar showing you the status of your request! You no longer have to refresh the page to get an updated asset status, this is now included on the create page. Happy Modeling! 💫&#x20;

#### 9 December 2021

Hello World! 🙌Another big upgrade coming your way! We have released Multi-View Synthesis! That means that if you have available multiple views of the same object you can now upload multiple files by choosing “Multiple” under the Advanced Options! With that feature our goal is to increase the amount of detail captured from our software especially when it comes to unseen details when using only one view. Happy Modeling! 💫&#x20;

#### 3 December 2021

Hello World! 🙌New release coming your way! If any of your requests have been dismissed, you will, from now on, be receiving automatic Discord notifications explaining why. We hope that helps with tweaking inputs to get the most out of our platform! Happy Modeling! 💫&#x20;

#### 2 December 2021

Hello World! 🙌Small update from us, you can now view the actual polycount of your generated model in the 3D viewer along with the target you set for it! Happy Modeling! 💫&#x20;

#### 25 November 2021

Hello World! 🙌We have now added automatic Discord notifications for all our users! You’ll get automatically notified when your assets are ready to view, so no need to be checking our platform just get on with the rest of your work! Happy Modeling! 💫&#x20;

#### 24 November 2021

Hello World! 🙌Big release today, we just made it possible for you to be sending multiple requests without having to wait for the submitted ones to be returned first! Just go to the Create Page and send through multiple requests for 3D assets! Happy Modeling! 💫&#x20;

#### 22 November 2021

Hello World! 🙌Today we are releasing our new “Cancel Request” functionality to allow users to terminate an active request! We also added time stamps and status messages to your asset library pages so that you can track when you made the request and what stage it’s at! Happy Modeling! 💫&#x20;

#### 12 November 2021

Hello World! 🙌With today’s release we are bringing back wireframe view functionality in our in-app 3D viewer and have updated file formats to be chosen at the point of download from a drop-down menu. The bug causing weird scaling of the 3D outputs in our viewer is also fixed! Happy Modeling! 💫&#x20;

#### 9 November 2021

Hello World! 🙌The next update to the Kaedim Web App is now live! Today we are introducing Polycount and File-Type Options. This means that the users now have the option to give the software a target polycount for their output object ranging from 5K - 100K. Moreover, you can now download in multiple 3D formats including .obj, .fbx, .gbl, .gltf. Happy Modeling! 💫


# Upcoming Features

### ✏️ Custom Styles

Set up assets fully customised for your use case. We are releasing the "Styles" feature for Enterprise plans. This feature allows you to fine-tune outputs based on production specifications, ensuring all your generated 3D assets fit within your unique art style.

### ⏱️ More Quality, Less Time

We are continuously iterating on our algorithms to achieve a higher amount of details captured from image to 3D model, as well as reducing the turnaround time so that you can download your outputs faster!&#x20;

## 🚀 Released

### 🗂️ Queue Organisation

We have released the[ **Priority feature**](/enterprise-features/priority-level) that lets users change the order in which their assets are generated while they are still in the queue. This is helpful with batch generating or if you need certain assets sooner.

{% hint style="info" %}
Please note that while assets are still currently processed in parallel, assets are also prioritised in the queue based on how early it starts processing.&#x20;
{% endhint %}

### 🔗  **Text to 3D**

We have developed a solution that enables you to generate AI art directly within our web app, which can then be used to generate a 3D asset.&#x20;

<figure><img src="/files/1TrjOl0C2msA7V3LA3C2" alt=""><figcaption></figcaption></figure>

### 🖇️ New Plugins

We have released an [Unreal Engine](/enterprise-features/custom-integrations/plugins/unreal-engine) and a [Unity](/enterprise-features/custom-integrations/plugins/unity) plugin for the best gaming graphics. In addition, we've added [Omniverse](/enterprise-features/custom-integrations/plugins/omniverse) and [Blender](/enterprise-features/custom-integrations/plugins/blender) plugins for seamless integrations. We can't wait to see the 3D generations created with the help of these new plugins! 🎉&#x20;


