ALPHAEarly access · $1 per summon

NEWOptional mesh preparation and character rigging are live

Image
textured 3D

Upload one picture or type a prompt. Warlok summons a textured 3D model. Add optional mesh preparation and character rigging, then download the completed GLB outputs for inspection in your 3D tools.

  • $1 per summon
  • ≈15 min to a GLB
  • Commercial use
  • API · CLI · MCP
●  Summoning
[>] Mesh[ ] Remesh + bake[ ] Rig[ ] GLB
01 / What comes out

One summon, three files

This knight is one real summon. Summons start as textured source models; optional mesh preparation and character rigging produce additional files when those stages succeed. Inspect the results in your engine before use.

01  Source mesh995K triangles
Armored knight as generated: a dense, fully textured 3D mesh

The full-detail textured model, straight from generation. For renders, key art or your own bake.

  • PBR color texture
  • GLB
02  Game-ready mesh10.5K quads
The same knight rebuilt as clean quad topology, shown as a wireframe over the baked textures

Rebuilt as clean quad topology and UV-unwrapped, with the color and a normal map baked from the source.

  • 2048 px color + normal
  • GLB
03  Rigged characterSkeleton + skin weights
The knight with its fitted skeleton drawn through a translucent body

A skeleton and skin weights fitted to the game-ready mesh, in a T-pose, ready for your animation tools.

  • T-pose
  • GLB

Rendered as delivered, no touch-ups. Joint names are generic for now; Mixamo and UE5 retarget presets are next.

02 / The summon

From image to GLB in about fifteen minutes

  1. [x] 01Upload or describeA photo, concept art, a sprite or one sentence. Crop and clean it in the browser if you like.1 min
  2. [x] 02MeshA textured 3D model is generated from your image on a datacenter GPU.≈10 min
  3. [x] 03Optional preparationLower-poly mesh, baked textures and optional character rigging. Check each stage’s result.varies
  4. [>] 04GLBDownload it from your assets, or fetch it from the API when the job finishes.done
03 / Beyond one model

Character kits and agents

Character kits

PREVIEW

One character image becomes separate parts: body, head, hair, clothing, shoes and the held item, each its own GLB you can swap and extend.

Built for agents

LIVE

Everything in the app is in the API. Use REST with an API key, the CLI in scripts and CI, or the MCP server inside your coding agent.

curl https://api.warlok.net/api/v1/generations \
  -H "Authorization: Bearer $WARLOK_API_KEY" \
  -H "Content-Type: application/json" \
  -d '{
    "entityType": "person",
    "input": { "prompt": "a stylized armored knight, T-pose" },
    "options": { "gameDevPipeline": true, "rigForMixamo": true }
  }'
Read the docs →
04 / Collection

Real outputs

Characters, props and buildings summoned with Warlok, rendered as delivered.

  • Punk doctorCharacter
    Punk doctor, a Warlok character output
    READY3D
  • Swamp necromancerCharacter
    Swamp necromancer, a Warlok character output
    READY3D
  • Suburban houseBuilding
    Suburban house, a Warlok building output
    READY3D
  • Kid’s bedProp
    Kid’s bed, a Warlok prop output
    READY3D
  • Office towerPlace
    Office tower, a Warlok place output
    READY3D
  • SneakerProp
    Sneaker, a Warlok prop output
    READY3D
  • Long coatKit part
    Long coat, a Warlok kit part output
    READY3D
  • WrenchProp
    Wrench, a Warlok prop output
    READY3D
05 / Status

What’s live today

Warlok is in alpha. Here is exactly what works now and what is next.

  • Image → 3DOne image, one textured modelLIVE
  • Text → 3DDescribe it instead of uploadingLIVE
  • Optional mesh preparationLower-poly mesh and baked textures; topology variesLIVE
  • Optional character riggingSkeleton and skin weights when the stage succeedsLIVE
  • API · CLI · MCPGenerate, inspect and export assets with your agentsLIVE
  • Character kitsBody, hair, clothes and gear as separate partsPREVIEW
  • Animation clipsIdle, walk, run and attack on your rigNEXT
  • Retarget presetsMixamo and UE5 skeleton namesNEXT
  • FBX and USDZ exportBeyond GLBNEXT
06 / Pricing & questions

$1 per summon. Every output included.

Alpha · pay as you go
$1per summon, prepaid credits
  • Source mesh and completed optional outputs
  • GLB downloads, yours to use commercially
  • API keys, CLI and MCP access
  • No subscription
What can I upload?

One clear image of a single subject: a character, creature, prop or building. Concept art, renders, photos and sprites all work. PNG, JPG or WebP. You can also skip the image and describe the subject in a sentence.

How long does a summon take?

A textured source mesh often takes around 10 minutes. Optional mesh preparation and character rigging add time; queue length and complex jobs can take longer. You can close the tab; the model keeps building and appears in your assets.

What does “game-ready” mean here?

This optional pipeline prepares a lower-poly GLB with baked textures and attempts character rigging. Topology varies, and remeshing can return a decimated triangle mesh. Check the reported stage results and inspect the mesh and any rig in your engine before use.

Which formats and engines are supported?

Model downloads use GLB (glTF 2.0). Check your engine’s GLB import workflow and inspect the result; Warlok does not certify engine readiness. FBX and USDZ export are on the roadmap.

Can I use the models commercially?

Yes. Under our Terms, assets you summon are yours to use in personal and commercial projects, subject to the rights in your source images.

How much does it cost?

During the alpha, one summon costs $1 in prepaid credits, with a cap of 5 summons a day. Every output of that summon is included. Character kits reserve 10 credits, one per planned part.

Summon your first model

Start now →$1 per summon · no subscription