Characters
For generating characters we suggest:
- Depending on the complexity of the character, selecting Levels of Qualityaccordingly (we suggest ‘High’ or ‘Ultra’ for most cases.
- Upping the polycount to at least 30-50K for a good level of detail capture
- Uploading more views if you have them (all in the same pose)
- Avoid hyperrealistic characters or real humans (this will be dismissed)
If your intention is to later rig the character, we advise passing the character on T or A pose:


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


❌ The input image should not illustrate the character in complex poses.

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

❌ The input image should not illustrate a human or hyperrealistic human, nor should it include heavy armature
Note: if your input gets dismissed with the reason ‘too complex’, it means that the level of quality is too low to capture all details. Please try increasing the polycount and Generation quality to avoid dismissal.
Hero assets with accessories/armour
In this short article we will go over best practices to generate ‘hero’ assets that may be tagged as ‘multiple objects’ when trying to generate on the web-app.

Firstly, you need to separate armour and weapons (whatever is applicable) from the character model and pass each as its own request. This allows software to generate each accessory individually without the input being tagged as ‘multiple objects’ and will allow the 3D artist/ developer more flexibility in creating custom characters with unique combinations of armour and weapons. eg

Secondly, you need to generate the 3D model of your character that includes all of the basic features such as body shape, and facial features.
Once you have generated your base model and all separate pieces of armour and weapons, you can then download each asset in your preferred format and use a 3D modelling software such as Blender to put them all together.
To combine the armour 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 armour and each weapon in the correct position relative to the character’s body.
Once you have positioned all of the armour 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.
In conclusion, generating hero assets on Kaedim requires a bit of extra effort to separate the armour and weapons from the character model and combine them in Blender. However, the result is a highly customisable hero asset that can be used in a wide variety of ways and projects.
Last modified 23d ago