Atlas

A governed node canvas that turns 100+ AI models into 3D production pipelines

Advanced API
Screenshot of Atlas, A governed node canvas that turns 100+ AI models into 3D production pipelines

What is Atlas?

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.

How do you use Atlas?

  1. 1Create an account and open the canvas
    Sign up for a free start, then land in Atlas Studio where the node canvas and the assistant prompt bar live.
  2. 2Start from a production template
    Instead of building a graph from scratch, open a shared workflow such as concept to game mesh or art bible to on-brand asset and use it as a starting point.
  3. 3Wire in the models you need
    Browse the curated library of 126 models across image, mesh, video, audio and LLM, and set a fallback chain so a failed mesh run rolls to the next provider.
  4. 4Set up Memory Core art direction
    Define style prompts, negative rules, reference packs and influence weights once, so each generation pulls only the relevant context instead of the whole ruleset.
  5. 5Review lineage and approve outputs
    Inspect the recorded prompt, model, seed, resolution and credit cost on each asset, and route it through art director approval before export.
  6. 6Publish the graph as an API or export to your engine
    Group a finished graph, define its inputs and outputs, publish a versioned endpoint, or push assets through the Unreal, Unity and Blender plugins on a Studio plan.

Pros and cons

Pros

  • Model output is production oriented: retopology, UVs, PBR textures and rigs, exported as GLB with a commercial licenseAI
  • Node graphs make iteration non-destructive and let artists intervene at any intermediate stageAI
  • Memory Core holds art direction and reference packs, so consistency does not depend on resending a full prompt each runAI
  • Lineage and approval records on every asset, with enforceable rules that fail violating runsAI
  • Pooled credit pricing with unlimited seats suits studios sharing one budget across a teamAI

Cons

  • Credit consumption ties cost to volume, so heavy iteration on large 3D jobs can drain a pooled budget faster than a flat seat modelAI
  • Engine plugins for Unreal, Unity and Blender, plus API access, sit behind the 200 EUR Studio tier; cheaper plans are canvas onlyAI
  • Model and feature detail changes quickly, so the published credit estimates are rough guides rather than predictable budgetsAI
  • A node canvas and context ruleset assume users already understand 3D pipelines; smaller teams without a technical artist face a real learning curveAI
  • Enterprise features (VPC, on-premise, custom model training, SLA) require sales contact, and pricing is not publicAI

How much does Atlas cost?

Free trial

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.

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Pricing

Three 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.

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Support

Priority support is listed as a Studio plan feature; Enterprise adds a 99.9 percent SLA. The homepage does not describe other support channels.

Integrations

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.

Features

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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Frequently asked questions about Atlas

  • How much does Atlas cost?
    Three 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.
  • Does Atlas offer a free trial?
    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.
  • Does Atlas have an API?
    Yes, Atlas offers an API.
  • How do you use Atlas?
    The walkthrough on this page covers 6 steps: 1. Create an account and open the canvas 2. Start from a production template 3. Wire in the models you need 4. Set up Memory Core art direction 5. Review lineage and approve outputs 6. Publish the graph as an API or export to your engine.
  • What platforms does Atlas support?
    Atlas is available on Web App, Windows, MacOS and Linux.
  • What does Atlas integrate with?
    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.

Status

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Added10/21/2026

Platforms

Web AppWindowsMacOSLinux

Pricing

FreemiumSubscriptionPaid