Your roadmap doubled. Your asset team didn't.
Live-service games, UGC marketplaces, and cosmetic-driven monetization have made asset volume the constraint on every modern studio. A single hero helmet still takes a senior artist 2-3 days. A jersey, half a day. A full cosmetic season - months.
Existing AI tools generate one thing - a mesh, a texture, a concept - and dump it on your team to fix. The handoffs are where the time goes.
We built Customuse to remove the handoffs.


One graph. Every stage. Game-ready output.
Concept
Generate styled, on-brief reference imagery in seconds. Iterate on silhouettes, materials, colorways. Drop in real-world references or existing assets and explore variants without a concept artist in the loop.

High-poly generation
Up to 2M polys, hard-surface or organic. Generate four in parallel, pick the best, send it down the graph. For hard-surface assets - helmets, vehicles, props - this is where the hours come back.

Retopology
Clean, evenly-distributed quad topology with proper edge loops around features. The thing every 3D artist has been waiting for AI to actually solve.

Low-poly mesh
Game-ready poly counts with topology that holds up in-engine. Bring your own high-poly to retopo it, or generate end-to-end.

PBR texturing
Albedo, normal, roughness, metallic, ORM. Baked maps - not flat color slapped on geometry. Curvature- and cavity-aware so highs pop and lows shadow correctly.

Decals and stickers
Generate logos, patches, and stickers from a prompt or reference image. Place, bake, or export as transparent PNGs to project in Substance.

Built for the way 3D artists actually work.
A node graph, not a chat box
Branch experiments. Run four generations in parallel. Re-run any node with a different model. Version your workflows the way you'd version a Houdini graph.
Best-in-class models, all in one place
Tripo, Meshy, our own fine-tunes - switch models per node. We benchmark new ones weekly so you don't have to.
Material slots preserved
Multi-material assets - say, a bike with separate spokes, tire, and frame materials - keep their slots through the pipeline. Textures generate per-slot, not as one overlapping mess.
Custom workflows for your characters
Your studio has a proprietary rig. Your clothing has specific topology requirements. Your engine has format quirks. We build a Customuse workflow tailored to your pipeline - not the other way around.
Engine-ready exports
FBX, GLB, USD. Quad-only meshes, with no auto-triangulation in our retopo output. Skinned, rigged, materially-correct. Drop straight into Unreal, Unity, or your custom engine.
Parallel generation by default
No queueing. Run four high-poly variations simultaneously, ship the best one. Compute scales with your studio, not the other way around.
Questions, answered.
- Those are model providers - single-step generators. Customuse is a pipeline. We use those models and others as nodes in a larger graph that produces game-ready output, not raw mesh dumps.
- No. Customuse is a force multiplier for the artists you already have. Studios using us produce 3-5x the asset volume with the same headcount, while artists spend their time on the creative work - not retopo and UV cleanup.
- Yes. That's the whole point of the pilot. We build the workflow around your rigs, your topology standards, and your engine's quirks.
- Your assets are yours. We don't train on studio uploads. Standard NDAs and IP protections come with every engagement.

Start creating today.
Create with Customuse and bring your ideas to life.
