One JPG, PNG or WebP
A single full-body character reference
Upload a readable full-body reference and turn it into a 3D character asset you can inspect and continue developing.
Add your image in Studio, review the settings and credit cost, then generate.

Inspect the silhouette, topology and available motion before moving the character into production. Generation does not automatically include rigging or game-ready cleanup.
Viewer sample, not generated from this reference. By PixelMannen, tomkranis, Asobo Studio and scurest. Source · CC0 model · CC BY 4.0 rig and conversion
A single full-body character reference
Geometry plus the available visual material data
Surface, wireframe, points, normals and white clay
A generated mesh is not automatically ready to pose
Character workflow illustration
Example referenceUse this as a visual checklist—not a promise that every checked image will generate perfectly.
Examples are demos. Rigging, topology cleanup and animation readiness are separate production steps and should only be shown as complete when the asset has actually passed those workflows.
Heroes, NPCs and costume studies with visible hands, feet and body proportions.
Exaggerated proportions can work when hair, clothing and limbs remain visually separated.
Animal-like and fantasy anatomy needs an angle that exposes the defining limbs and body mass.
Compact poses and strong silhouettes can continue into a print-oriented workflow after generation.
A rotatable GLB for shape, proportion and costume review.
Approve the concept or revise the reference and generate again.
You have a 3D mesh and visual asset that can be inspected and edited.
The model includes a skeleton and skinning that allow joints to deform the mesh.
A production asset may also require clean topology, target polygon counts, UVs, textures, rigging, naming conventions and engine-specific testing.
Fomrix only labels a character “game-ready” after those additional requirements have actually been completed.
Frame one complete character with a simple background and readable silhouette.
Fomrix creates the initial geometry and visual appearance from the uploaded image.
Rotate the GLB and compare surface, wireframe, normals and clay views—especially on hidden sides.
Keep it for concept review, continue to rigging and optimization, or prepare a separate STL workflow.
Clear answers to common questions about generating, inspecting, repairing, and downloading 3D assets with Fomrix.
Contact Fomrix support
Need guidance on a specific reference image, custom formats, or print prep? Reach out anytime.
support@fomrix.comYes. Character artwork can be used as the reference for AI 3D generation. Fomrix currently accepts one image, so choose the clearest full-body view and review the inferred back and other hidden parts carefully.
Yes. Use a readable full-body reference with separated limbs and a clear costume silhouette, then rotate the result to review the hidden surfaces that were inferred.
Generation and rigging are separate steps. Do not assume every generated character is automatically rigged.
A generated asset can be a starting point, but a game production pipeline may require retopology, UV cleanup, PBR textures, polygon targets, rigging and engine testing.
Yes. The mesh can continue into a print-oriented workflow, but it should be checked and repaired before slicing.
Full-body references with a clean silhouette, readable limbs and limited occlusion are usually easier to interpret than close-up portraits or crowded scenes.
The standard Fomrix generation result is a GLB asset that you can rotate and inspect in the browser. The generated file can include texture and PBR material data, but its exact contents depend on the completed job.
Stylized humanoids, creatures and collectible-style characters can all be useful references when their silhouettes are clear. Very thin details, layered effects and heavily occluded anatomy remain harder to infer from one image.
No. One image does not reveal the back or every side surface. The model generates a plausible interpretation, which is why the browser preview and hidden-side review are part of the workflow.
Yes. GLB is supported by common 3D workflows, but editing requirements differ by tool. Retopology, UV editing, rigging, weight painting and animation remain separate production tasks.
Upload a readable full-body reference, inspect the generated asset, then decide whether it needs rigging, cleanup or print preparation.