A sentence becomes
a game-ready prop

Describe what you need. GAMRIG generates the mesh, bakes its textures, and hands you a file that imports cleanly into Unity or Godot — no cleanup, no retopology, no surprises.

How it works

Three steps, and you see the result of each one. Nothing is generated behind your back.

1

You describe it

Plain language, in any language. A concept image is drawn first — it costs a fraction of a mesh, so you approve the look before any geometry is computed.

2

We build it

An open 3D model turns that image into geometry, then bakes base colour, roughness, metallic and normal maps onto it — the maps a game engine actually reads.

3

You import it

Budgeted to a few thousand triangles, not the hundreds of thousands a renderer would give you. FBX for Unity, glTF for Godot — both native, no importer to install.

Built by people who shipped the boring part

Most generators stop at the file. The hard part is everything after: the polygon budget, the texture maps arriving linear instead of sRGB, the normal map that no model emits and every engine expects. GAMRIG does that work, because a model you have to fix by hand is a model you may as well have modelled.

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