Hire a freelancer
$600–$2,400
per model
Then two to three weeks of back-and-forth and revision queues. Your roadmap moves at their speed.
OfflineAI 3D generator for Windows & MacLifetime license
Shapecast turns a line of text into a finished 3D model on your own PC or Mac. Rigged and animated for your game engine, or watertight and ready for your 3D printer. No cloud, no credits, no subscription. One purchase, yours forever.
Every model on this page is a real Shapecast cast. Compressed for the web, otherwise untouched. Tap one to take it apart.
Licenses are one-time purchases. Reserve now and your license key and download link land by email on November 7. The software installs on your machine, and every model it makes is yours.
The problem
Every game, every campaign, every print run hits the same wall: someone has to make the 3D models. Until now you had three bad options.
Hire a freelancer
$600–$2,400
per model
Then two to three weeks of back-and-forth and revision queues. Your roadmap moves at their speed.
Buy an asset pack
Same as everyone
thousands of other buyers
Players and customers recognize store assets on sight. Your world ends up looking like somebody else's.
Rent a cloud AI tool
The meter runs
credits, queues, uploads
Credits run out mid-project. Every prompt and reference image goes to someone else's server.
Or: Shapecast. $149 once.
How it works
Here is one real cast, start to finish: "a forge golem with molten veins".
Describe one object
a forge golem with molten veins


Choose a reference. Nothing expensive runs until you pick. Or redraw with changes.

Every asset keeps its recipe: prompt, seed and settings, so you can re-cast or tweak it later.
Real output
Open any cast. Spin it. Switch to clay to see the form, or wireframe to see the actual topology. Each card shows the exact prompt it came from.
Who it's for
"My game needs two hundred assets and I can't model."
Block out a whole level of props in an afternoon, then give every NPC a face of their own. Characters arrive rigged with Idle, Walk and Run, in FBX for Unity and Unreal or GLB for Godot, with LODs already written.
"I want my party's characters on the table, not generic minis."
Describe the character from your campaign, pick the concept that matches, and export an STL or 3MF at the exact height you set in millimeters. Choose Geometry only and Shapecast closes the mesh for printing automatically.
"I need a lot of assets, fast, and I'm not paying per model."
Pick a light triangle budget (8k or 2k) for platforms with tight limits, and batch-cast a whole item shop. FBX, OBJ and GLB import into Roblox Studio and most modding tools.
"AI 3D is a blob generator. Show me the topology."
Use Shapecast for base meshes, background props and fast look-dev, then spend your hours on the hero asset. Open any model in wireframe. When you need clean quads, one click rebuilds it with production topology, a fresh UV unwrap and a new texture bake.
"Client work can't go to a cloud service. Neither can student data."
Shapecast runs entirely on the machine it's installed on: no account, no uploads, no telemetry. Prompts, reference images and models stay on your disk, so it works under NDA, on locked-down networks and in classrooms.
"I bought a big GPU. I refuse to rent someone else's."
Shapecast is a real desktop app built for your hardware, on Windows with an NVIDIA RTX card or on an Apple silicon Mac. It measures your machine and offers only what it can finish. Script it through the built-in Local API, or let your AI assistant drive it through the included MCP server.
One caster, two workshops
You choose at export.

Build it · game devs
Print it · makers
And the tools you'd expect from a studio pipeline:
The actual app
Real screenshots of Shapecast on an RTX 4090, and a real recording of a finished asset in the library. One window: type on the left, watch your GPU build on the right, hit export.
100% offline · private by construction
Most AI tools send your prompt and reference images to a server, generate there, and send a file back. Shapecast has no server. The whole pipeline runs on the graphics card inside your PC or Mac.
Cloud AI tools
Shapecast
Check it yourself after you install
That's why Shapecast works under NDA, on a locked-down studio network, in a classroom, and at 30,000 feet.
Do the math
Freelancers at $600–$2,400 each
$30,000 – $120,000
plus weeks of turnaround per model
Shapecast, one lifetime license
$149
one license, every model you cast
Will it run?
Shapecast reads your hardware at launch and only offers what it can finish. Here's exactly what you'll get. Not sure what's in your PC? Press Ctrl+Shift+Esc, open Performance, and click GPU. On a Mac, open About This Mac from the Apple menu.
or pick your NVIDIA card's video memory (VRAM):
Also needed
Pick your card or Mac to see your result
NVIDIA GeForce RTX 20-series or newer with 8 GB of video memory or more, or an Apple silicon Mac with 16 GB or more. More memory unlocks more.
On a Mac, memory is shared with everything else: 16 GB runs it, 24 GB runs it well, 32 GB+ or an M-series Max / Ultra is the recommended spec.
Questions
Anything we didn't cover? Send us a message or write to support@shapecast.io. We read everything, and we'd rather answer ten questions before you buy.
Your license key and download link arrive by email on November 7, at the address you use at checkout. Install Shapecast on your Windows PC or Mac, activate it with your key, and it downloads its engine files once (this is the only part that needs internet). From then on everything runs offline.
Windows: Windows 10 or 11 with an NVIDIA RTX-class card and at least 8 GB of video memory. What you can do depends on that memory: 8 GB casts shapes and print models with optional textures; 12 GB adds full textures, rigging and animation; 16 GB and 24 GB are faster and more detailed. Mac: any Apple silicon Mac (M1 or later) with 16 GB of unified memory runs it; 32 GB or more on an M-series Max or Ultra chip is the recommended spec. Check your exact hardware here.
Minutes, not weeks. On an RTX 4090 a textured model takes about four minutes on the Quality engine, and can take as little as a minute on the Fast engine. Cards with 16 GB take roughly 12–35 minutes for a fully textured character; shapes on their own are much quicker. Queue up to 50 casts and let them run while you work or sleep.
They're textured PBR meshes with UVs, a triangle budget you choose (about 40k, 20k, 8k or 2k), and LOD1/LOD2 written for you. FBX and GLB carry the material assignments, so assets show up textured on import instead of gray. Characters can be rigged with Idle, Walk and Run. Casts come out as triangle meshes; if you need clean quads, one click rebuilds a model with production topology, a fresh UV unwrap and a new texture bake. A hero asset may still deserve an artist's pass, but you start from a finished, textured model instead of a blank scene.
Humanoid characters get Unity Humanoid bone names, and Shapecast also writes a separate FBX with Unreal-style bone names. Creatures with a quadruped, biped or winged body plan rig too. Props are never rigged. Rigging and animation need 12 GB or more of video memory (any supported Mac qualifies).
Yes. Export STL, 3MF or PLY at the size you set in millimeters (100 mm by default). Choose "Geometry only" when you cast and Shapecast closes the mesh for printing automatically, so it drops straight into your slicer. As with any model, thin parts and overhangs follow the usual rules, so your slicer's normal support settings apply.
There's no catch because there's no server. Shapecast is software on your computer, so nothing meters you: no credits, no queue, no monthly fee. Your GPU is the only limit.
You do, and yes to both. Every export is yours to use commercially: ship it in a game, sell the physical prints, list the minis on your Etsy. No royalties, no attribution required. Because generation runs locally, your prompts and outputs never leave your machine either.
Most major platforms accept AI-generated content with disclosure. Steam, for example, asks you to describe AI use when you submit your game: a checkbox, not a blocker. Rules are set by each platform and change over time, so check the current policy wherever you ship.
No. Every cast gets its own seed, so even the same prompt gives a new take each time, including on your own machine. That's how you iterate: re-cast until it fits. Every asset keeps its prompt, seed and settings in your library.
You pay once and the software keeps working forever. It never expires and never needs to phone home. One license activates Shapecast for you on Windows or Mac, and you can move it when you upgrade your machine. Every v1 update is included, on both platforms. If a paid v2 ever ships, presale buyers get preferred pricing, and your v1 keeps working regardless.
Both are included. Quality (the default) gives the richest look on characters and can cast from up to four reference views. Fast builds shape and materials in one pass: it's much lighter on video memory and quicker on most subjects.
Not yet. On Windows the engine needs an NVIDIA RTX-class card today, and on Mac it needs Apple silicon (M1 or later), so please don't buy it for AMD or Intel hardware. We're actively looking into support for other GPUs. Pick your hardware in the checker and leave your email: you'll be the first to hear when there's news.
Just Blender 4.2 or newer, which is free from blender.org. Shapecast detects it and walks you through setup. You don't need Python, CUDA, an account or an API key.
Presale buyers receive their license key and download link by email on November 7, at the address used at checkout. Your price is locked the moment you reserve.
$149 once. Unlimited casts. For your games and your printer. 6 presale licenses left.
Reserve my license · $149Presale price ends in 00:00:00 · then $499 · license by email on November 7