Upload one portrait and the generator returns a textured GLB mesh draft of the subject as it appears in that picture. It is a generative object, not a scan. The model estimates the surfaces the photo never showed, which for a portrait means the back of the head, the ears in profile, the neckline under hair, and everything behind the shoulders.
That is enough for a bust or a head draft you plan to clean up. It is not enough to call the result an accurate likeness, and it is not a rigged avatar.
A portrait belongs to a person.
- Upload your own photo, or one you have explicit permission to use.
- Do not generate a 3D model of someone else and present it as their likeness, endorsement, or a record of them.
- Do not upload photos of minors.
- Keep the source image and the generated file under the same access rules you would apply to the photo itself.
- A stylized or low-detail draft still shows a real face if the face is recognizable, so the same caution applies.
- Choose one portrait: a single person, straight on or only slightly angled, evenly lit, sharp, with the hairline and jawline visible.
- Avoid sunglasses, heavy shadow across the face, extreme expressions, hands over the face, and heavy cropping at the neck.
- Sign in and open the image-to-3D generator. JPEG, PNG, WebP, GIF, and AVIF are accepted; files over roughly 4 MB are downscaled before upload.
- Start at 512³. The credit cost of the selected resolution is shown before you submit, and the task uses available credits without a new first-task allowance.
- Wait for the tracked job. A standard run often completes in about one to three minutes, and failed or canceled jobs return their reserved credits.
- Inspect the result in the GLB viewer before downloading: check the jaw, ears, hair, and the back of the head, then download the GLB.
- Bring the mesh into your own software for symmetry fixes, scale, and cleanup.
- Convert with the 3D converter if the destination program needs glTF, OBJ, STL, PLY, or VOX.
A mesh draft is one step of an avatar, and usually not the first difficult one.
- Retopology to a topology your rig or platform accepts, with edge flow that supports deformation
- A skeleton and weight painting, plus a facial rig if the mouth and eyes must move
- Texture cleanup, and a decision about how much of the generated look you keep
- A polycount and texture budget that fits the target platform
- A written licence check on the source photo and the intended use
- For platform avatars, the platform's own import requirements, which a GLB draft does not satisfy on its own
- Treating the draft as a scan. Every hidden surface is an estimate.
- Uploading someone else's portrait, or a photo you found online, without permission.
- Expecting a rigged, animation-ready avatar. Nothing is rigged.
- Judging the mesh from the front only, where it will always look best.
- Skipping scale, then discovering the draft is not the size the target platform expects.
- Assuming a generated face is an accurate likeness for anything official.
You can generate a textured mesh draft of the subject from one portrait. Turning it into a rigged, platform-ready avatar requires retopology, a skeleton, and texture work in your own software.
No. It is a generative interpretation. The photo fixes one viewpoint, so the model fills the rest with plausible geometry.
One image per generation. The hosted workflow accepts a single image for a 3D job.
A sharp, evenly lit, single-person portrait, straight on, with the hairline and jawline clear and no heavy shadow or occlusion across the face.
Only with their permission and only for uses they have agreed to. Use of a real person's likeness carries legal and ethical weight that this service does not resolve for you.
Use a photo you own the rights to, run the cheapest level first, and inspect the back of the head before downloading.
Open the Image-to-3D Generator
Read how the hosted service is operated