Turns concept art and reference images into production-ready 3D game assets
Kaedim converts 2D input - concept art, sketches, reference photos - into 3D models with clean topology, aimed at studios that need assets faster than a hand-modelling pipeline allows. You upload art, the service returns candidate meshes, and you pick and refine, with human artists available to step in on harder pieces. Because the output is meant for real production, topology and UV layout matter as much as silhouette, and that is where it positions itself against prompt-only generators. It fits teams working through a backlog of 2D concepts into props, environments and secondary characters rather than replacing a character artist on hero assets.
Last updated: 2026-09-20. This site only provides an index; for exact features, pricing, and licensing, see the official website.
game asset production, prop and environment modelling, concept-to-asset pipelines and rapid prototyping
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Prompt-based tools optimise for a plausible shape from a text description. Kaedim starts from art you have already approved and returns a mesh with usable topology, which is the step that actually costs studios time.
Yes, for anything prominent. The generated mesh is a strong starting point and is often engine-ready for background props, but hero pieces still go through a modeller for silhouette, proportion and detail.
Clear orthographic or three-quarter views with a readable silhouette. Ambiguous art with many overlapping parts produces messier geometry, so a quick front and side sketch pays for itself.
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