Create your first 3D character in 3 simple steps.
Give your project a name and describe what you want to create.
Each point marks a place the skeleton must reach: foot tips, jaw, ears, tail. Drag a point onto the right spot, add one where the rig stops short, remove the ones you don't need, then re-generate the rig.
Name what to replace — it is found and repainted.
Pick what to recolor, then the colour. The lighting is kept.
Pick what to recolor and the colour; the preview shows the detected part.
Younger or older — the shape and pose are kept.
The character’s clothes alone, on a transparent background.
A new version is created — the original is kept.
Repaints the image in this style.
Your image is copied first: the original stays untouched.
Live preview. Save creates a new version of the mesh.
What kind of object is this? (sets the naming vocabulary)
Align the photo on the mesh, then Re-project.
Paint on the mesh. Left-drag: paint · Right-drag: pan · Middle-drag: rotate.
Name the part and describe its new look. The shape is kept.
Paint glow areas (lamps, windows, runes). The painted areas become a separate T_emissive texture wired to emissiveMap on the material.
T_emissive 1024×1024 PNG embedded in the GLB.
Pick the animations to add. One new version per click.
Animations marked EXISTING already have a version. Procedural gaits are free; each AI clip is charged once.
Recompute the skin weights of this rig. The skeleton stays exactly as it is.
The AI recomputes how each bone moves the surface. Bones, names and pose do not change. The result is saved as a new version of the rig.
Play a test motion on the rig to check that it holds up. Nothing is saved.
Free: the motion is computed on your rig, in this window only.
Import an animated GLB as a new version of the animations.
The file is kept as it is and added to the project as a new animation version.
Describe what to change. The mesh is rebuilt from a new script.
Pick a format and where to save the file.
Pick a format and where to save the file.
Share with the community, free or paid. An admin reviews it before it goes live.
Apply a built-in animation to the rig and open it in Blender.
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Describe the changes. The composition is kept.
Breaks the mesh into shards. The new version has a slider to blow them apart.
Tell us what is wrong with this result. An admin reviews every report.
The prompt and a link to the file are attached.
Drag the gizmo or type sizes and angles. Apply creates a new version.
Place the green plane with the gizmo or the sliders. The kept side is copied as a mirror image onto the other side. In Mask mode, paint the area to mirror. Apply creates a new version.
Builds the 3D construction stages (frame, scaffolding…). The final mesh stays the last stage.
Choose what changes and how far. The preview shows the current image.
Left: paint - Right: erase - Wheel: zoom - Middle/Alt: pan
Ctrl+click: source - Left: clone - Right-drag: pan - Wheel: zoom
Rect or Lasso, then drag around the zone | Cut (leaves a transparent hole) or Copy | drag the piece to move it | Drop (or Enter) to place | right-drag to pan, wheel to zoom
Enlarge the image or make it lighter.
Adjust brightness, contrast, saturation and sharpness.
Click anywhere on the image to pick a color.
Click to copy the HEX value.
Left: blur or sharpen - Right-drag: pan - Wheel: zoom
Drag to select the crop area. Use presets for fixed aspect ratios.
Drag the green line to move the axis. Shift+drag to rotate. In Mask mode: paint to select, Ctrl+drag to move axis, Shift+drag to rotate.
Paint on the image. Right-drag to pan, wheel to zoom, Ctrl+wheel to change the brush size.
Sculpt, paint or select faces on the model, then save the result as a new version.
Paint on the model with the mouse. You can fix it afterwards.
Nothing is final: you can undo.
Drag the arrows in the 3D view to place the area.
Keys: T move · R turn · Y enlarge
When you are happy, press Save as new version below. Nothing is saved before.
MyFabmesh.AICreate game-ready 3D assets from a prompt or a picture: the image, a textured 3D model, an automatic rig for any body and animation (beta). Everything you generate stays editable with AI and manual tools. Export to Unreal, Blender, Unity or Godot.
Click below to check the latest release on GitHub.
Results are generated by AI models and may occasionally be inappropriate or inaccurate. If you see a generated result that should not have been produced, please tell us — reports are reviewed by an admin.
An Ayros Studio production.
For bug reports, feature requests, billing questions, or anything else. We'll reply to the email you provide.
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