Templates

Stylized Spaceship: example result
Example 1 of 4
Example results

Turn an idea or sketch into a 3D spaceship

Describe it or add a sketch to start

Behind the scenes

How this template works

Image Studio designs the asset in a fixed style, then Image to 3D builds it within a 8,000-face polygon budget. The export presets set format, scale and texture size for your engine.

  1. 1
    Step 1 · Image Studio

    Design the asset

    Image Studio turns your text or sketch into a clean concept render. The spaceship style asks for clean bevelled panels and a bold two-tone paint scheme, so a whole fleet reads as one game. The object is isolated on white so the 3D step sees one clear shape.

    Nano Banana 2.1 (text) or GPT Image 2.5 Flare (sketch) · 1K

    Open Image Studio
  2. 2
    Step 2 · Image to 3D

    Build the 3D model

    Image to 3D (Prism 3.1) builds the mesh with a 8,000-face face limit and Fast textures, so it's light enough for real-time use.

    Prism 3.1 · Fast textures · Standard mesh · 8,000 face limit · Baked lighting

    Open Image to 3D

Tips for the best result

  • Describe one object, not a scene: "a wooden barrel with iron rings".
  • A rough sketch is enough; notes and arrows on the paper are ignored.
  • Make several assets with the same template to build a matching set.

Do it yourself for more control

  • Change the style text in the Image Studio prompt to match your game's art direction.
  • Use Remesh to hit an exact triangle count or get quad topology.
  • Use LOD to generate lighter versions for distant objects.
  • Add engine glow in your engine with an emissive material or a particle effect at the thrusters.

Good to know

Engine flames, lasers and shields aren't part of the mesh; add them as effects in your engine.

Real results

Made with this template

The card in the corner shows what went in.

Stylized Spaceship: example
From a sentence
Stylized Spaceship
Red space fighter
From a sentence
A sleek red fighter with forward-swept wings
Explorer pod spaceship
From a sentence
A small round explorer pod with landing lights
Mining ship sketch to 3D spaceship
From a sketch
Mining ship sketch to 3D spaceship

Each example is an actual run of this template at Standard quality, made from a typed idea or a sketch.

MCP connector

Run this template from Claude, ChatGPT or Cursor

Connect the 3D AI Studio MCP to your AI assistant and paste the brief into the chat. It runs the same steps with the same prompts and settings, shows you the result in the conversation and saves it to your library.

Paint scheme
Condition
  1. Connect the MCP once in your account settings. It's included in every paid plan.
  2. Copy the brief and swap the example in the first line for your own.
  3. Paste it into a new chat. Your assistant runs every step and shows you each result.
Tools it calls
generate_image_nano_2_1upload_imageedit_image_gptgenerate_prism_3_1generate_p2convert_modelget_generationshow_generation
Chat brief · Stylized Spaceship
Use the 3D AI Studio MCP to run the "Stylized Spaceship" template (https://www.3daistudio.com/templates/spaceship-3d-model) for me.

My idea: A chunky cargo hauler with twin rear engines
Paint scheme: Classic
Condition: New

Follow these steps in order. The prompts and settings are the template's own, so use them word for word and only put my idea where it says {MY IDEA}.

1. Design the asset
Call generate_image_nano_2_1 with aspect_ratio "1:1", resolution "1K", output_format "png" and this prompt:
"""
A finished 3D game asset render of {MY IDEA}. Style: stylized sci-fi 3D game asset, clean hard-surface panels with bevelled edges, a bold two-tone paint scheme with small accent colours and readable shapes, like a modern stylized space game. One single spaceship only, shown in a three-quarter top-front view, the entire hull, wings and engines visible with generous empty margin, landing gear retracted, no engine flames, no lasers, no space background. Seamless pure white (#FFFFFF) background, soft even studio lighting, no cast shadows, no text, no labels. Surface and light: soft, even, diffuse studio light. Metal, gems, glass-like and wet or glossy materials show what they are through colour and a soft satin sheen, never through mirror reflections, bright specular hot spots or reflections of the surroundings. Glowing parts (eyes, runes, lava, neon, gems) are painted as bright, flat emissive colour on the surface itself, with no light spilling onto nearby surfaces, no halo, bloom or glow around the object, and no light rays, sparkles or particles in the air.
"""
If I want to start from a sketch or reference image instead, call upload_image so I can hand it over, then call edit_image_gpt with the upload in images, quality "low", output_format "png" and this prompt:
"""
This is a rough sketch. Recreate the object it shows as a finished 3D game asset render, keeping the sketch's design, proportions and key details, and ignore any handwritten notes, arrows and paper. Style: stylized sci-fi 3D game asset, clean hard-surface panels with bevelled edges, a bold two-tone paint scheme with small accent colours and readable shapes, like a modern stylized space game. One single spaceship only, shown in a three-quarter top-front view, the entire hull, wings and engines visible with generous empty margin, landing gear retracted, no engine flames, no lasers, no space background. Seamless pure white (#FFFFFF) background, soft even studio lighting, no cast shadows, no text, no labels. Surface and light: soft, even, diffuse studio light. Metal, gems, glass-like and wet or glossy materials show what they are through colour and a soft satin sheen, never through mirror reflections, bright specular hot spots or reflections of the surroundings. Glowing parts (eyes, runes, lava, neon, gems) are painted as bright, flat emissive colour on the surface itself, with no light spilling onto nearby surfaces, no halo, bloom or glow around the object, and no light rays, sparkles or particles in the air.
"""

2. Build the 3D model
Call generate_prism_3_1 with the task_id of the image from step 1 in images, texture_model "3.5", texture_quality "fast", geometry_quality "standard", pbr false, face_limit 8000, lighting_removal false.
For a lighter, game-optimized mesh with clean low-poly topology, call generate_p2 instead with texture_model "3.5", texture_quality "standard", pbr false, lighting_removal false and no face_limit.

3. Export
Export it for Unity unless I name another target: call convert_model on the 3D model with output_format "fbx_zip" (FBX with its textures) for Unity, Unreal / UEFN or Roblox Studio. Godot or Blender take the generated GLB as it is, no conversion needed.

After each generation call, keep polling get_generation with its task_id until it completes, then show me the result with show_generation before you start the next step.

Or automate it with the API

The same tools are available through the 3D AI Studio API. Call them from your own code to make hundreds at once, build them into your app or run them in your pipeline.

Keep going

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