How it works Real output Who it's for Will it run? Pricing FAQ Contact

OfflineAI 3D generator for Windows & MacLifetime license

Type a prompt.
Cast a
game asset.

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.

Reserve now · $149
Presale price ends in 00:00:00 6 of 1250 presale licenses left
  • Runs 100% offline
  • Unlimited casts, no meter
  • License by email on November 7
  • FBX · GLB · OBJ · USDZ · STL · 3MF · PLY
Prompt a wizard tower with a blue conical roof, glowing yellow windows and a wooden door
Real Shapecast output · drag to orbit
Style Voxel Seed 580813207 Triangles 103,984

Every model on this page is a real Shapecast cast. Compressed for the web, otherwise untouched. Tap one to take it apart.

PRESALE LIVE · ENDS NOVEMBER 7

Presale pricing. Pay once,
keep it forever.

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.

PRESALE ENDS IN
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LIFETIME LICENSE
$499 $149
SAVE $350 · PRESALE PRICING Reserve my license · $149Instant checkout · license by email on November 7 · lifetime license
PRESALE ALLOCATION 1244/1250 RESERVED
LIVE 6 spots left at this price
  • Lifetime license for Windows & Mac: buy once, use forever
  • Unlimited local generation, no credits or per-asset fees
  • All 10 art styles + freeform prompts
  • Auto-rigging with idle / walk / run animations
  • Unity, Unreal, Godot & Blender exports (.fbx / .glb)
  • Crisp 4K textures
  • Print-ready STL export for 3D printing
  • Every asset keeps its recipe: prompt, seed, settings
  • Price returns to $499 after the presale

The problem

You have more ideas than art.

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.

  • Minutes per model on your own graphics card
  • Originals nobody else has, in the style you pick
  • Unlimited. Your hundredth model costs the same as your first: nothing
  • Private. Nothing you type or drop in ever leaves your machine
Get Shapecast · $149

How it works

One sentence in. A model in your engine out.

Here is one real cast, start to finish: "a forge golem with molten veins".

Describe one object

a forge golem with molten veins

Subject: Character Reference variants: 2 or drop an image
First concept for the forge golem
Take A
Second concept for the forge golem, selected
Picked

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

The forge golem as a textured 3D model
  • PBR textures: color, metallic, roughness
  • Triangle budget you choose: 40k, 20k, 8k or 2k
  • LOD1 + LOD2 written automatically
UnityFBX + GLB · Humanoid bone names
Unreal 5FBX · Unreal-style bone names
Godot 4GLB
BlenderGLB + OBJ
3D printingSTL · 3MF · PLY · OBJ, sized in mm
EverythingGLB · FBX · OBJ · USDZ · STL · PLY · 3MF

Every asset keeps its recipe: prompt, seed and settings, so you can re-cast or tweak it later.

Who it's for

Built for people with more ideas than time.

"My game needs two hundred assets and I can't model."

Stop waiting on art. Start shipping.

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.

  • Presets for Unity, Unreal 5, Godot 4 and Blender
  • Humanoid bone names Unity understands, plus an Unreal-style FBX
  • Queue up to 50 casts, go to bed, wake up to a folder of assets
Knight captain cast with Shapecast

"I want my party's characters on the table, not generic minis."

Your party, printed tonight.

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.

  • STL, 3MF and PLY, sized in millimeters (100 mm by default)
  • Minis, busts, terrain, dice towers, cosplay props
  • No per-model fees and no Patreon tiers. Print as many as you like
Clay render of the knight captain, as it would print

"I need a lot of assets, fast, and I'm not paying per model."

Volume without a meter.

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.

  • Mesh density: Full (~40k), 20k, 8k or 2k triangles
  • Unlimited casts. The price never changes
  • Consistent looks across a set with one art direction
Toon adventurer girl cast with Shapecast

"AI 3D is a blob generator. Show me the topology."

Skip the blockout. Keep the craft.

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.

  • One-click quad rebuild: "Production topology"
  • Touch up with a brush and a text prompt, or fix a face or hand from a reference
  • Maximum-detail geometry on 12 GB+ cards, ready to bake down
Wireframe view of the knight captain, 100,000 triangles

"Client work can't go to a cloud service. Neither can student data."

Nothing leaves the building.

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.

  • Generation needs no internet at all
  • Your library is plain files in a folder you choose
  • The only optional network call is an update check you can switch off
Steampunk brass diver cast with Shapecast

"I bought a big GPU. I refuse to rent someone else's."

Put your graphics card to work.

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.

  • Two engines: Quality for the richest characters, Fast for speed and lighter cards
  • Local API and MCP server included
  • Batch queue that survives a restart
Dark fantasy nightmare creature cast with Shapecast

One caster, two workshops

The same prompt becomes a game character or a piece on your desk.

You choose at export.

Orc chieftain game asset

Build it · game devs

Engine-ready, not demo-ready.

Formats
FBX · GLB · OBJ · USDZ
Presets
Unity · Unreal 5 · Godot 4 · Blender
Textures
PBR color, metallic, roughness. 2K standard; 4K baked, 8K sharpened on 12 GB+ cards
Budget
~40k, 20k, 8k or 2k triangles, plus LOD1 and LOD2
Animation
Auto-rig with Idle, Walk, Run. Add more clips, or apply your own .fbx/.bvh
Knight captain in clay, ready to print

Print it · makers

Cast it. Slice it. Print it.

Formats
STL · 3MF · PLY · OBJ
Size
Set the longest side in millimeters before export
Surface
"Geometry only" casts are closed automatically for printing
Made for
Miniatures, busts, terrain, props, gifts
Any tier
Print casts need no textures, so 8 GB cards are a great fit

And the tools you'd expect from a studio pipeline:

  • Production topologyRebuild any cast as clean quads with fresh UVs and a new bake
  • Touch upPaint over a region and describe the fix
  • Fix face / handRepair details from a reference image
  • Sharpen to 4K / 8KUpscale the textures of any asset
  • More animationsGenerate jump, attack or death clips, or apply your own
  • Creature rigsQuadruped, biped and winged body plans
  • Batch queueUp to 50 casts per batch. Pause, reorder, retry
  • Every recipe savedPrompt, seed and settings kept with each asset

The actual app

This is the whole app. Nothing mocked up.

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.

“a chibi pirate captain with a huge tricorn hat, a red coat and a parrot on his shoulder”, Chibi, 4K textures. Opened from the library in Shapecast on an RTX 4090: orbit it, switch to wireframe and normals, then pick an export preset. Real time, nothing sped up.
The Cast screen: description box, subject, mesh density, geometry detail and art direction A cast in progress with the stage pipeline and activity log The Queue screen with a batch of casts lined up An asset page with the 3D viewer, recipe and export presets The Library screen with cast assets

100% offline · private by construction

Your ideas never leave your machine.

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

Your PC
your prompt and images go up
Their serverslogged · queued · metered
a file comes back
Your PC

Shapecast

Your machine · no connection needed
PromptConceptShapeTexturesRigExport
0uploads
0accounts or logins
0telemetry
1optional network call: the update check, a switch in Settings

Check it yourself after you install

  • Pull the network cable and cast anyway. Concept, shape, textures, rigging and export all finish with no connection.
  • There is no login screen. Your license is a signed key that your machine checks by itself.
  • Your library is a folder you choose. Every model, texture and export is a plain file on your disk.
  • The update check is a switch. Settings → Updates. Off means the app never contacts anything.

That's why Shapecast works under NDA, on a locked-down studio network, in a classroom, and at 30,000 feet.

Do the math

What would your next project cost?

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?

Check your machine in five seconds.

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

  • Windows: Windows 10 (64-bit, 1903+) or Windows 11, with an NVIDIA RTX card (8 GB+ VRAM)
  • Mac: Apple silicon (M1 or later) with 16 GB+ unified memory
  • 16 GB system RAM (32 GB recommended)
  • 40 GB free on an SSD (60 GB+ recommended)
  • Blender 4.2 or newer, free from blender.org. Shapecast finds it for you
  • Internet once, to download the engine files. Fully offline after that

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.

24 GBEverything
16 GBFull pipeline
12 GBTextured, rigged, animated
8 GBShapes and prints

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

Straight answers.

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.

What exactly happens after I 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.

Will it run on my computer?

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.

How long does a model take?

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.

Are the models actually game-ready?

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.

Does rigging work in Unity and Unreal?

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).

Can I 3D print the models? Will prints need supports?

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.

Is it really unlimited? What's the catch?

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.

Who owns the models? Can I sell my game, or my prints?

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.

Will Steam or other platforms mind AI-generated assets?

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.

Will someone else end up with my exact model?

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.

How does the lifetime license work? One machine? What about v2?

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.

What's the difference between the Quality and Fast engines?

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.

What about AMD or Intel graphics cards, or Intel-based Macs?

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.

Do I need anything else installed?

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.

When do I get access?

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.

Your next thousand models
are one license away.

$149 once. Unlimited casts. For your games and your printer. 6 presale licenses left.

Reserve my license · $149

Presale price ends in 00:00:00 · then $499 · license by email on November 7