Early access Desktop 3D app

Finished game assets
from a text brief,
without the cleanup.

Image to 3D hands you a lumpy shape. Glost, driven by your coding agent, turns it into a real asset: retopologized, unwrapped, textured, checked against your spec and exported for your engine.

Connects in one click to

Claude Code, Codex, Gemini CLI, Cursor, VS Code, Windsurf, Zed, Claude Desktop and Antigravity.

Glost's drip mark in 3D, its orange glaze still dripping, turns into fifteen models made in Glost, one after another: an oak barrel, a 1980s coupe, a slime as pixel art, a mushroom cottage as voxel art, a Corinthian helmet, a fighter plane, a knight as pixel art, a treasure chest, a lighthouse as voxel art, a desert locust, a dragon as pixel art, a tin toy robot, a retro rocket as voxel art, an 1800s carriage and a juniper bonsai as voxel art. Each one assembles from voxels that land as clay, a glowing line fires it finished, and then it plays its Glost rig: the coupe raises its headlights and opens its doors, the plane spins up its propeller, the chest lifts its lid, the robot waddles on the spot, the slime bounces, the knight marches and swings its sword, the dragon beats its wings and lifts off, and the voxel art moves too.

Glost15 models, made in Glost

The barrel: what each call changesThe station whose call is runningThe turntable your agent movesThe spec from the brief: 0.70 m tallThe run from Glost's README, one tool call per stop. The jigger forms the body, staves, hoops and lid at 0.80 m (1,344 to 4,556 triangles); the height gauge scales it to the 0.70 m in the spec; the cameras take the wireframe and hybrid snapshots; the roller lays the UV checker; the spray head applies oak and iron; the GLB is imported again to verify it, and the lamp on the crate turns green.

01 The problem

Meshy hands you a model.
Your game still needs an asset.

Image to 3D is a real leap: a prompt in, a textured model out in about a minute. Then the relay starts. Retopology in Blender, a fresh unwrap, textures made again, a rig that fits only some bodies, weights, a retargeted clip, and an import that lands at the wrong scale. Every stop is another tool, another file and another undo history.

Over budget: the generated mesh, a heap of loose trianglesIn budget: the retopology, a stack of quads, and the band the pointer settles inThe budget: a brass weight of 6,000 triangles from the specAn equal arm balance used as a checkweigher. The generated mesh, 182,400 triangles from TRELLIS.2 on an RTX 3090, is 30.4 times the spec's budget of 6,000 and pins the beam on its stop. Retopology rebuilds it as 5,820 triangles with edge loops kept at the joints, and the beam lifts off the stop and settles just past level on the budget side. In Glost's own benchmark the quad remesher turns 200,320 triangles into 5,000 faces in 1.72 s, 5,004 of them quads.
  1. 01

    Generate

    Today

    Meshy’s API leaves remeshing off and returns triangles by default.1 Strong light in the reference photo bakes shadows into the texture.2 Fingers can fuse or come out in the wrong number,3 and floating parts need cleaning up by hand.4

    With Glost

    Calls Meshy, Tripo, Rodin or Hunyuan when you choose, or TRELLIS.2 on your own GPU. Then it repairs holes, degenerate faces and flipped normals, and scales the mesh to the size in the spec.

    geometry.generategeometry.repairgeometry.scale_to_spec

  2. 02

    Clean up

    Today

    Remeshing in Blender throws the UVs away, so you unwrap and bake again, and retopology by hand takes hours.5 One Polycount thread puts it at about half a day per 30 props.6 Meshy’s own guide says to decimate in Blender and build LODs yourself.7

    With Glost

    Remeshes to quads inside the spec’s triangle budget: 200,320 triangles to 5,000 faces in 1.72 s, 99.8% of them quads, mirrored when the model is symmetric. LODs come from meshoptimizer.

    geometry.remeshgeometry.retopomesh.lods

  3. 03

    Unwrap and texture

    Today

    Meshy’s UV unwrap takes at most 40,000 faces and hands back an untextured model.8 The generated texture was painted for the old mesh, so it has to be made again.

    With Glost

    Unwraps with xatlas and checks flips, overlaps, padding and texel density. Textures are projected onto the new UVs from several views, seams repaired and albedo kept in range.

    mesh.unwraptexture.generateverify.uv

  4. 04

    Rig

    Today

    Meshy’s API rigs humanoids that face +Z, with tails and faces left to you.9 Mixamo rigs humanoids only.10 In one test the hip pivots sat 5 to 15 cm off, so the feet slid.11

    With Glost

    Classifies the mesh, cuts fused fingers apart, fits a 70 joint skeleton, keeps each finger’s weights inside that finger, and tests T, A, fist, spread, squat and reach. Lids and drawers get hinges and sliders.

    rig.autorig.test_poses

  5. 05

    Animate

    Today

    A Mixamo T pose on Unreal’s A pose skeleton twists the arms when you retarget,12 and bones still get mapped by hand.11

    With Glost

    Retargets between Mixamo, Rigify, Unreal, HumanIK and Character Creator skeletons, with rest poses aligned, limb lengths compensated and feet kept planted.

    anim.retargetanim.generate

  6. 06

    Into the engine

    Today

    Meshy’s own guide warns that a model can arrive “100x too big” in Unity.4 Unreal reads DirectX normal maps while Godot and Blender read OpenGL,13 Unity URP wants smoothness in the metallic map’s alpha,14 and Unreal only picks up collision named UCX_.15

    With Glost

    Writes a profile per target with the right axes, units, handedness and normal maps, adds LOD chains and collision hulls, packs the maps, and imports every export again to compare it within 0.1 mm.

    export.runverify.export

  7. 07

    Cost and trust

    Today

    Meshy Pro is $20 for 1,000 credits a month. Through the API a textured model is 30 credits, a rig 5 and each animation 3, and unused credits expire.16 On plans below Enterprise, Meshy may train on what you make.17

    With Glost

    Runs on your machine first. A paid step shows its estimate and waits for your yes, inside budgets you set, and every step lands in one history that says who did it.

    pipeline.text_to_assetproject.undo

Sources, checked October 25, 2026

Generated meshes
are unfired clay.
Glost is the last firing.

glost firing (noun)
The glaze firing: the last one, when the glaze melts into glass and a matte pot comes out of the kiln glossy and finished. It is the job Glost does for an asset.

02 How it works

From one sentence
to a file your engine opens.

Three steps, and the middle one is a sentence.

  1. 01

    Connect your agent

    Press Connect next to Claude Code, Codex or Cursor in Settings, or run glost connect claude-code. No token or port is written into another app's files.

  2. 02

    Describe the asset

    Write what you need in plain words. Your agent turns it into a spec with acceptance criteria and starts building while you watch.

  3. 03

    Steer, then export

    Pick a concept, approve or decline paid steps, or take over in the viewport. Export for Unreal, Unity, Godot or Blender, and Glost checks the file by importing it again.

03 The build

Every step is a command
you can see, change or undo.

One barrel, eight steps. The agent and the app send the same commands, so nothing happens out of view. Pick a step to see what the agent ran and what Glost checked.

Step 01 of 08

One sentence is enough

spec.create

“A weathered oak barrel bound with two iron hoops, about 70 cm tall.” Your agent turns it into a spec: dimensions, a triangle budget and the checks the asset has to pass.

Acceptance criteria are written down before any modeling.

Every tool an agent can call is also a glost subcommand, so you can run any of these steps yourself.

04 Rigging

Every model in the hero
moves on a Glost rig.

Fifteen models, rigged and animated in Glost by an agent: joints at the real pivots, parts hung from them or skinned, linkages held by constraints, and clips that start and end at rest. Pick one, and drag the line to see its skeleton.

The model plays its clip. Left of the line it is drawn as in the hero; right of the line is a dev view, its parts coloured by the joint that moves them and its skeleton drawn over it. Space pauses and plays, the arrow keys turn the model, and the line moves with its own arrow keys.

Parts on a joint the clip movesStill partsBones the clip moves52 joints and 18 aim constraints, every part rigid. The wheels steer and spin, the springs shorten as the wheels rise, the doors and hatch swing on their real hinge lines, and each headlamp rises on a crank, rod and lever linkage that locks shut and open. The stand plays its headlamps, doors and wipers.
  1. 01SkeletonJoints at the real pivots, hinge lines and slides, placed with skeleton.create.
  2. 02Parts on jointsRigid parts hang from their joints. Soft ones, a horsehair crest or a carriage spring, are skinned with skin.bind.
  3. 03LinkagesConstraints keep rods and struts aimed, so a crank lifts a headlamp through its lever (constraint.edit).
  4. 04KeysPoses keyed with anim.edit, and the constraints baked into the clip with anim.bake.
  5. 05Rest to restEvery clip starts and ends at the rest pose, so a model can stop or change at any moment.
  6. 06ExportglTF with its clips from export.run, played back in three.js to check it.
Models rigged in Glost
15
every model in the hero
Joints in all
313
from 2 on the barrel to 102 on the locust
The coupe's headlamp linkage
6 joints
a crank, a rod and the lamp pod on each side, locked shut and open
Spent on rigging
$0
joints, keys and exports are free

Clips that fit your skeleton

Glost retargets animation between Mixamo, Rigify, Unreal, HumanIK and Character Creator skeletons: rest poses aligned, limb lengths compensated, feet kept planted. Joints are renamed to the convention your engine expects on export.

Generated characters next

For a generated character, Glost's auto rig finds landmarks on rendered views, fits a 70 joint reference skeleton and cuts fused fingers apart. It is built and tested on Glost's synthetic test characters; the learned keypoint and skeleton models it uses on real generated characters are still being wired in.

05 Into your engine

Every engine reads
a different file.

Unreal is Z up in centimeters and left handed, with DirectX normal maps. Unity is Y up in meters. Godot and Blender disagree with both. Guess wrong and the barrel arrives a hundred times too big, on its side, with its bumps lit from below.

Probe tip: touches five points on the barrelThe barrel, as the engine imports itLamp: lights when all five points passAxis tripod and height gauge: the engine's axes and unitsA bridge measuring machine checks a barrel Glost exported as glTF. Pick an engine and the tripod turns to its axes and the height gauge shows its units (70.0 cm for Unreal, 0.700 m for the others). The probe's five points stand in for verify.export, which imports the written file again and matches every triangle against the original, each corner within 0.1 mm. Unreal is Z up, centimeters and left handed with DirectX normal maps; Unity is Y up, meters and left handed; Godot is Y up and right handed; Blender is Z up and right handed.
Export conventions by target
Target Up axis Units Handedness Normal maps
Unreal Z up cm Left DirectX
Unity HDRP and URP Y up m Left OpenGL
Godot Y up m Right OpenGL
Blender Z up m Right OpenGL
Maya Y up cm Right OpenGL
3ds Max Z up m Right DirectX
  • Checked by importing it again

    Positions within 0.1 mm, normals within 0.5°, skin weights and joint motion compared too.

  • LODs written for you

    LOD chains as MSFT_lod in glTF and an LOD group in FBX.

  • Collision that Unreal picks up

    Convex hulls named UCX_ for Unreal, or a _collider mesh elsewhere.

  • Maps packed per engine

    ORM, Unity's HDRP mask or metallic smoothness, compressed to BC7 or ASTC.

06 Control

The agent does the work.
You keep every decision.

Agents connect to the Glost you have open, not to a hidden copy. You watch the same viewport, and nothing that costs money happens without you.

Approve what costs money

$1.86 of $5.00

Paid steps stop and ask, with the price and the reason. Try it.

Needs you

Approve cloud spend?

Texture the rope seat again with gpt-image-2.5 flare: 8 views, about $1.12. The local result scored 0.71 on held out views; the spec asks for 0.80.

texture.generate part=rope_seat views=8

Session budget after this $2.98 of $5.00

Approved. The seat is texturing in the cloud.

Kept the local result.

About $1.12, recorded against what the provider bills. The session is at $2.98 of $5.00.

Nothing was spent and no file left your machine. The agent carries on with the local texture.

Nothing needs you right now. New requests appear here and on the tray icon, as an orange dot in the G.

Budgets you set

Per project and per session. An agent cannot spend past them without asking.

Harbor props, this month $12.40 of $50

Undo anything

Every change is a command with its author. Undo one step, or the agent's whole run.

  1. CC geometry.retopo5,820 triangles, loops kept at the joints 18 s
  2. CC geometry.generateTRELLIS.2, 182,400 triangles 41 s
  3. You concept.selectSet 2 of four views picked
  4. CC concept.generateFour views from Nano Banana Pro $0.54

Take over at any time

Pause the agent, click a part and move it yourself, then hand it back.

Q
QSelect
W
WMove
E
ERotate
R
RScale

07 What you get

Five things that stay true on every run.

  • You keep control

    Every change is a command with its author recorded. Undo one step, or the agent's whole run.

  • You see what the agent sees

    Agents work in the app you have open, not a hidden copy. The viewport, history and approvals update as they work.

  • Finished, not just generated

    Meshes come back repaired, scaled to spec, remeshed and unwrapped, with textures projected onto the UVs and seams repaired.

  • Your machine first

    Local models run on your GPU. The cloud is used only when a step needs it, and only after you approve what it costs and what leaves the machine.

  • No surprise bills

    Paid steps are estimated before they run, held to the budgets you set, and recorded against what the provider actually billed.

08 Proof

One session,
start to finish.

A chair from the demo project that ships with Glost: every tool call the agent made, what it took and what it cost.

Fisherman's chair, version 7

  1. spec.create Chair, 0.48 × 0.52 × 0.92 m, 6,000 triangles 0:02
  2. concept.generate Four views from Nano Banana Pro; you picked set 2 $0.54
  3. geometry.generate TRELLIS.2 on the RTX 3090, 182,400 triangles 41 s
  4. geometry.retopo 5,820 triangles, edge loops kept at the joints 18 s
  5. mesh.unwrap, mesh.bake Unwrapped and baked 9 s
  6. texture.generate Rope seat again, 8 views. Waiting for your approval. $1.12

Spec checks

1 needs you
  • Triangle budget5,820 of 6,000
  • Size0.48 × 0.52 × 0.92 m
  • Texel density1,024 px per m
  • Rope seat texture0.71 on held out views; the spec asks for 0.80

Targets Unreal and Blender. The export is checked by importing it again.

From the demo project that ships with Glost: its sample agent and prices, not a live session.

FAQ

Before you ask.

Meshy and its peers generate a model. Glost finishes one. It can call Meshy, Tripo, Rodin or Hunyuan for the generation step, or run TRELLIS.2 on your own GPU, and then does the retopology, UVs, textures, rig and export under your agent, each step checked against your spec.

No. Glost covers the work between a generated shape and a file your engine accepts, driven by your agent. When you want to sculpt or animate by hand, take the asset to Blender: every export profile writes Blender's conventions, and a live Blender bridge is in progress.

In the desktop app on Linux: modeling, materials, rendering, texturing, export and the checks that import every export again. The quad remesher and the rigging pipeline are built and under active work; rigging still needs its learned keypoint models for real characters. There are no packaged releases yet.

JUMPHASH, a deterministic systems company and a member of the NVIDIA Inception program. Glost is proprietary software. Modeling, materials, rendering, rigging and export run on your own machine, and you pay a provider only if you choose a cloud step, after Glost asks.

Claude Code, Codex, Gemini CLI, Cursor, VS Code, Windsurf, Zed, Claude Desktop and Antigravity connect in one click. Any other MCP client can use the local endpoint over Streamable HTTP or stdio.

Glost renders with its own Vulkan and OpenGL renderer, so you need a GPU with a current Vulkan or OpenGL 4.6 driver. Local generation models run on NVIDIA, AMD or Apple silicon. Without a strong GPU, send generation steps to Replicate, OpenAI or Gemini after you approve the cost.

Not unless you say so. Projects live in a SQLite database and blob files on your machine. A cloud step asks before any file leaves, crash reports are never uploaded, and agents can never read your provider keys.

Every paid step shows an estimate before it runs. You set budgets per project and per session, and Glost records what the provider actually billed.

Every change is a command with its author recorded, so you can undo one step or the agent's whole run. You can also pause the agent, take over in the viewport and hand it back.

glTF and GLB, FBX, OBJ, STL, PLY and BVH, with export profiles for Unreal, Unity (HDRP and URP), Godot, Blender, Maya and 3ds Max. Glost imports every export again to check it.

Usable. Generated shapes are repaired, scaled to your spec, remeshed and UV unwrapped, and textures are projected onto those UVs with seams repaired. Each stage is checked against the spec before export.

There are no public releases yet. Join the early access list for one email when the first build ships.

Get the first build
the day it ships.

A confirmation now, then one email when Glost is ready to download. No newsletter, no account, nothing to pay.

  • Built for your coding agent
  • Runs on your machine
  • Every paid step needs your yes