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Generate a Custom 3D Model

By the end of this page you will have described an object, approved a picture of it, built it as a mesh, looked at it from every angle, and downloaded a .glb file you can bring into your place.

Time: 5 to 15 minutes. The mesh build itself takes minutes, not seconds.

Cost: 1 credit for the concept picture, then 2 credits with Revix Flash or 6 credits with Revix Forge, plus 3 more if you turn on real materials. A full Forge run with materials is 10 credits. Every step is charged up front and refunded if it fails.

Plan: 3D generation is on the Developer and Studio plans — a free trial counts. See /store.

You need: the same connected setup as any Revix chat.

What you're building

A single custom object — a statue, a creature, a weapon, a prop — as a mesh file you import into Studio yourself.

This is a separate pipeline from building in Studio. The Revix that builds your game out of parts cannot make meshes; the mesh generator cannot place things in your world. You bridge them by downloading the file and importing it.


Step 1 — Ask for the object

Start the message with /3d to be certain, or press + beside the composer and pick 3D generation. A message like "i need a 3d model of a dragon" routes there on its own.

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/3d A stone gargoyle statue crouching on a plinth, wings folded, weathered and chipped

Describe one object. One subject, clearly readable. That constraint is not style advice — see step 3.

Step 2 — Pick a look and get a concept picture

Revix asks "What should it look like?" with four tiles: Realistic, Stylised, Low poly, Toon. The submit button reads Make a concept · 1 credit.

You get back one clean render of the object: three-quarter view, plain grey background.

What happens next matters. Revix asks "Is this the object you meant?" with Yes, build it and Try another. The mesh is reconstructed from this exact picture, so if the concept is wrong the mesh will be wrong. Spend the credit on another concept rather than 6 credits on a mesh of the wrong thing.

Step 3 — What works and what does not

The mesh is only ever as good as that one concept image. That shapes what to ask for.

Works well

  • One solid object with a readable silhouette: a statue, a helmet, a sword, a chest, a creature, a piece of furniture
  • Chunky, sculpted shapes — the kind of thing you cannot fake out of parts
  • Objects that read clearly from a single three-quarter view

Works badly, or not at all

  • A whole scene, or several objects at once. It reconstructs one object, so a "shop with a counter and three barrels" comes back as one confused lump.
  • Buildings and architecture. Ask the builder for those instead — it makes real curved walls, domes, facades, stairs and columns from parts, and they will look better than a mesh.
  • Flat interface art. A shop icon is a picture, not a mesh — use image generation.

Face counts land between 10,000 and 50,000, defaulting to 30,000. Going higher mostly gives you a bigger download: Roblox caps a MeshPart at 10,000 triangles and reduces the mesh on import anyway.

Step 4 — Choose which model builds it

OptionWhat it gives youCost
Revix FlashA quick draft mesh. Best for blocking out a shape, props you will scale down, or trying an idea before committing.2 credits
Revix ForgeCleaner topology and finer detail, and it can bake true PBR materials — metal that looks like metal rather than a grey shape.6 credits

There is also a Real materials toggle — "Metal that looks like metal. Revix Forge only." — which adds 3 credits. Leave it off and you get an untextured white model and are not billed for materials.

Then press Build the model.

Step 5 — Wait it out

A card shows the queue position, the running state and a percentage where the builder reports one. The stages you will read are: Studying the image · Estimating depth · Building the point cloud · Reconstructing the surface · Smoothing the mesh · Packing it up.

This takes minutes. There is no daily cap on how many you generate, but firing several off back to back will hit a rate limit — space them out.

Step 6 — Review it before you download

The result card shows your prompt as the title, which model built it, and pills telling you whether it has materials or is geometry only. Press Open in viewer.

The viewer is a modal window titled 3D model: drag to orbit, scroll to zoom. Turn it all the way round before you commit — reconstruction errors usually hide on the back and underneath.

Check it worked. Look for: a readable silhouette from every side, no melted or missing limbs, and nothing floating detached from the body.

Step 7 — Get it into your place

Press Download .glb, on the card or in the viewer. Then bring the file into your place using Studio's own 3D import, which turns it into a MeshPart.

Revix does not import or upload it for you. Once it is in your place, though, it is an ordinary instance, and you can point Revix at it in chat like anything else.

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Scale the gargoyle mesh in Workspace to 8 studs tall, anchor it, and put it on top of the tower's left corner facing outward.

When to use something else instead

Ask for a pre-made asset. Revix has its own curated in-house library of models, UI kits, audio, decals, meshes, animations and particles. Just ask in a normal build message.

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Add a car and a few trees near the spawn area.

It is curated and finite — not the Roblox marketplace — so when nothing matches, Revix says so plainly and offers to build the thing instead. You can switch the library off entirely in Chat settings → Toolbox access.

Ask the builder to build it from parts. Anything architectural or geometric — towers, domes, arches, staircases, railings, fences, rows of columns — is better built than generated.

Make it yours

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/3d A low poly wooden treasure chest with iron bands and a domed lid
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/3d A toon-style mushroom house with a round door and two windows
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/3d A realistic knight helmet with a raised visor and a chipped crest

If something goes wrong

The option is locked. 3D generation needs a Developer or Studio plan. Plans are at /store.

The mesh came back wrong. Look at the concept picture again — nine times out of ten the mistake is already visible there. Start over with a sharper description of the single object and approve a better concept.

It failed partway. Every failed step is refunded automatically. Nothing to claim.

It looks blocky after import. Roblox reduces meshes over 10,000 triangles on import. Ask for fewer faces up front and you get a cleaner result than letting the importer crush a huge one.

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