3ds Max plugin · image-to-3D

Turn one image into a textured 3D model, placed right in your 3ds Max viewport.

Pixpoly generates a textured, correctly-scaled, PhysicalMaterial-ready model from a single image, without leaving 3ds Max. Clean topology you control, editable separable parts, and formats your pipeline already uses. No provider API keys to manage.

Plans from $20/mo · No provider keys · Cancel anytime
3ds Max 2022–2026 V-Ray · Corona · Arnold · Redshift You own what you generate
Perspective Realistic Pixpoly
≈ 200 cm · grounded · Z-up
drag to orbit
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It works fine in the plugin; this is just the website preview.
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Drops into the renderer you already use 3ds Max 2022–2026 V-Ray Corona Arnold Redshift Scanline / Standard
How it works

From image to in-scene model in three steps.

Every other AI 3D tool is a website you export from. Pixpoly generates where you work.

01

Drop an image

Drag any reference or product photo onto the Pixpoly panel in 3ds Max.

JPG · PNG · WEBP
02

Choose your options

Texture, PBR maps, target polycount, remove baked lighting, Intelligent Segmentation, output format; the live credit cost updates as you pick.

cost shown before you generate
03

Generate

The textured model materializes in your viewport, auto-placed and ready to render.

FBX · OBJ · GLB · GLTF · USDZ · STL
Why Pixpoly

The model lands in your scene: placed, scaled, ready to render.

You drop an image on the plugin and the result appears in your viewport already fit to real-world size, sitting on the ground, centered, up-axis corrected, with a PhysicalMaterial assigned. No round-trip through a browser, a download folder, and an importer.

Fit-to-real-size, sit-on-ground, up-axis fixed, automatically.

Generated geometry usually arrives floating, mis-scaled, and Y-up. Pixpoly corrects scale to real-world size, drops it onto the ground plane, centers it, fixes the up-axis, and assigns a PhysicalMaterial, so it's render-ready the moment it appears.

rotate → scale → measure → translate
auto-placement
floating · Y-up · wrong scale
grounded · Z-up · 100 cm

Clean topology and a target polycount you set.

Set the triangle budget: light for a game engine or dense for a hero render. Inspect the wireframe before you commit. You stay in control of the mesh; the AI just gets you there faster.

high-poly > 100,000 △ = +2 credits, shown up front
wireframe preview
low: game-ready
dense: hero render

One image in. Editable, separable parts out.

Intelligent Segmentation splits the result into named, separable sub-objects (wheels, lids, limbs, panels) so you can move, swap, re-material, or delete parts like you modeled them yourself. Not a single fused blob.

+3 credits · try it: hit “explode parts”
segmentation

PBR maps, plus a true matte albedo when you want it.

Get full PBR texture sets, or use “remove baked lighting” to strip shadows and highlights baked into the texture and get a clean matte albedo that lights correctly in V-Ray, Corona, Arnold, or Redshift.

remove-baked-lighting is free · standard textured path (not combined with Segmentation)
materials
baked lighting
matte albedo: lights correctly

No provider API keys. No quotas to juggle.

You don't sign up for outside AI services, you don't paste provider keys, and you don't babysit rate limits. You subscribe once, paste a single account key into the plugin, and generate. A live credit balance shows exactly what each generation costs before you run it.

plugin ──account key──▶ Pixpoly backend ──we run the rest──▶ your viewport
one key
your account key
it3d_••••••••••••••••
✓ that's the whole setup
Predictable cost

Credits, explained plainly.

A credit is the unit you spend per generation. We charge more only when you ask for more work, so a plain mesh is cheap and a fully-loaded model costs a bit more. The plugin shows this same number before you hit Generate, and a failed generation is refunded.

Texturebake a colour texture
+2
PBR mapsmetal / rough / normal
+1
Intelligent Segmentationeditable, separable parts
+3
High polycountover 100,000 triangles
+2
Remove baked lightingmatte albedo · standard textured path
free
Output format

Minimum 1 credit per generation. Weights are the same regardless of how we route your job, so the price never surprises you.

Pricing

One subscription. We run the AI servers so you don't manage keys.

Every plan includes the full in-Max toolset. Plans differ only in how many credits, how many jobs at once, and how fast. Monthly billing; cancel anytime.

Personal

$20/mo
For individual artists and freelancers.
200 credits/mo 2 jobs at once 15/min
  • Native in-Max generation: no export/import round-trip
  • Texture + full PBR · remove baked lighting (free)
  • Intelligent Segmentation · target polycount
  • Auto-placement: scale / ground / up-axis / PhysicalMaterial
  • All formats: FBX · OBJ · GLB · GLTF · USDZ · STL
  • Live credit balance · failed generations refunded
  • Full commercial license: you own what you generate
Start with Personal
Best value for teams

Enterprise

$100/mo
For studios and teams that can't wait in a queue.
1,200 credits/mo 8 jobs at once 150/min
  • Native in-Max generation: no export/import round-trip
  • Texture + full PBR · remove baked lighting (free)
  • Intelligent Segmentation · target polycount
  • Auto-placement: scale / ground / up-axis / PhysicalMaterial
  • All formats: FBX · OBJ · GLB · GLTF · USDZ · STL
  • Live credit balance · failed generations refunded
  • Full commercial license: you own what you generate
  • 6× credits · 4× concurrency · priority support
Start with Enterprise

Cancel anytime; your key works through the period you paid for. Monthly credits reset to your allotment and don't roll over. Failed generations are refunded.

You own what you generate · full commercial rights
Failed generations refunded
Cancel anytime
We don't train AI on your inputs
FAQ

Questions a 3ds Max pro actually asks.

Is the output actually production-quality, or AI slop?
You decide the mesh. Set a target polycount, inspect the wireframe before you commit, and use Intelligent Segmentation to get clean, editable parts instead of a fused blob. The AI is the fast path to a starting model; the topology control, segmentation, and matte-albedo pipeline are there so a professional can take it to final.
Which versions of 3ds Max are supported?
3ds Max 2022 through 2026 on Windows 64-bit.
Which renderers does it work with?
Models arrive with a PhysicalMaterial assigned and work with V-Ray, Corona, Arnold, Redshift, and the standard/Scanline renderer. Because the geometry and maps are standard, converting to your renderer's material is clean.
Do I need any third-party AI account or API key?
No. We run the AI infrastructure and absorb the complexity. You subscribe to Pixpoly, paste a single account key into the plugin, and generate. No third-party keys, quotas, or rate limits to manage.
How do credits and pricing work?
Personal is $20/month for 200 credits; Enterprise is $100/month for 1,200 credits plus higher concurrency. Credits are cost-weighted by the work requested; try the calculator above. Each month your credits reset to your plan allotment and don't roll over, and failed generations are refunded.
Do I own the models I generate? Can I use them commercially?
Yes. You own the models you generate and get a full commercial license to use them in client work, games, films, products, and prints, on every plan.
Will my reference images or models be used to train AI?
No. We don't use your input images or generated models to train any model. Your inputs are processed to fulfill your generation and your outputs are yours.
Can I cancel, and what happens to my key?
Cancel anytime. Your plan, and your account key, stays active through the period you already paid for; after that, generation stops but your account remains so you can resubscribe and keep the same key.

Stop exporting from web apps.
Start generating in your viewport.

Generate your first model inside 3ds Max today: placed, scaled, and ready to render.

Get the plugin
Plans from $20/mo · No provider keys · Cancel anytime