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The site invites users to start free before committing to a paid plan, but no trial length or free credit allowance is stated on the homepage.
Learn moreA governed node canvas that turns 100+ AI models into 3D production pipelines

Atlas is a node-based AI studio canvas that chains image, 3D, video, audio and LLM models into governed, repeatable pipelines for game and CGI production. It adds production-ready mesh output (retopology, UVs, PBR, rigs), a context layer for art direction, asset lineage, and publishable API endpoints, with plugins for Unreal, Unity and Blender.
Atlas is a node-based studio environment for teams that need AI output to hold up inside real 3D and game production. Rather than a single generator, it is a canvas where image, mesh, video, audio and language models are wired into repeatable graphs: a character sheet becomes a clean T-pose, gets rebuilt as a mesh through a fallback chain across Tripo3D, Meshy and Hunyuan3D, then optimized to a polygon budget. Outputs are described as production grade: watertight meshes with retopology, UVs, PBR textures and rigs, exported as GLB under a commercial, IP-safe license. The audience is game studios, CGI and VFX shops, and any 3D team that has outgrown single-prompt tools. Atlas provides shared starting points for those teams, with template workflows covering concept to game mesh, art bible to on-brand asset, character to rig and animation, still to storyboard and previz, and environment to tileable PBR. Each graph exposes its intermediate stages, so an artist can intervene at the mesh or texture step instead of accepting or discarding a final render. Two features separate it from a bare model aggregator. A Memory Core context layer stores art direction (style prompts, negative rules, character and environment references, palette, influence weights), and the agent retrieves only the relevant slice per run, which is how consistency is maintained without resending a full art bible every time. Governance records lineage on every asset: prompt, model, seed, resolution, approver and credit cost, with rules that fail violating runs at review. Any graph can be grouped, given defined inputs and outputs, and published as a versioned API endpoint that engine tools call directly. Studio plans add plugins for Unreal, Unity and Blender, versioning and audit logs. Pricing is pooled by credits rather than seats, which suits a studio sharing one budget across artists, and the model library spans 126 entries, with Atlas's own Titan and mesh tooling alongside third-party models.
The site invites users to start free before committing to a paid plan, but no trial length or free credit allowance is stated on the homepage.
Learn moreThree tiers with unlimited seats and a pooled credit budget. Pro is 50 EUR per month with 5,000 credits (roughly 250 engine-ready meshes or 2,500 HQ images). Studio is 200 EUR per month with 25,000 credits, API access and engine plugins. Enterprise is custom: custom credit pools, VPC or on-premise, SLA. Overage is 0.01 EUR per credit, annual billing takes 20 percent off.
Learn morePriority support is listed as a Studio plan feature; Enterprise adds a 99.9 percent SLA. The homepage does not describe other support channels.
Graphs can be published as versioned API endpoints for external tools, and Studio plans include plugins for Unreal, Unity and Blender. Enterprise adds custom integrations and VPC or on-premise deployment.
Node canvas over 126 models (Gemini, GPT-Image, FLUX, Grok Imagine, Sora, Veo, Kling, Tripo3D, Meshy, Hunyuan3D, Atlas Titan and mesh tooling). Production mesh output with retopology, UVs, PBR and rigs. Memory Core for art direction and reference packs. Five starter workflows. Lineage and approval governance. Publishable versioned API endpoints. Engine plugins for Unreal, Unity and Blender on Studio plans.
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