“a playful stylized arcade go-kart made from a polished brass teapot: the spout is the exhaust puffing a little steam, the lid is the driver's hatch, wheels are teacups on saucers, a sugar-cube seat, gold and cream with soft blue trim, clean shapes, game-ready, no driver, no text or logos”
Generator
3D generator · P2-20260801
Seed
0
Generated
2026-10-03
Generation cost
0 credits
Generate a variationThe prompt and model travel with the file, so anyone can see how it was made.
Asset gate: the engine's own report, passed
glb unreadablereadable GLB (a self-contained binary GLB)
no triangles49,886 triangles (at least 1 triangle)
size off target1.900 m longest axis (1.9 m within 5%)
pivot not base centremin y 0.0000 m, x/z centre (0.000, 0.000) m (min y within 1 mm of 0, x/z centre within 0.019 m)
tri budget unreachable49,886 triangles (budget 50,000)
decimation too lossyno decimation needed (error at most 0.05)
lod missingnone made: the hd profile draws virtual geometry from the master (no levels of detail for hd)
collider missinghulls: fill ratio 0.16 under 0.5 and the lowest level has 49886 triangles, over the trimesh limit 1500 (a collider chosen from the fill ratio)
texture over caplargest 2048 px (longest side at most 4096 px)
texture missing3 images, all present (every referenced image has data)
pbr base colour rangeluminance 136 to 136 (average luminance 30 to 240)
pbr metallic range21% mid-range at worst (factor in [0, 1], at most 30% of texels between 64 and 191)
pbr roughness rangelowest average roughness 0.11 (factor in [0, 1], average at least 0.05)
pbr normal map invalidnormal maps average to flat (average red and green within 32 of 128, blue at least 192)
thumbnail empty28.7% of pixels covered (at least 2% covered)
shading normals broken0.01% of the surface with broken shading (5667 sliver triangles ignored) (at most 2% of the surface (and of triangles with zero or NaN normals) with broken shading)
floating part54 connected parts, none floating (every part within 0.019 m of another (1% of the size))
node names lost1 node kept (every input mesh node name present in the output)
uv distortionnot decimated (at most 5% of the surface with a base colour more than 40 levels off the master's)