Which 3D workflow should you choose?
Text to 3D and image to 3D
Text-to-3D starts with a written brief. Describe one subject, its proportions, materials, style, and intended use. Image-to-3D uses reference images to guide the subject’s appearance. A reference helps describe a model; it does not establish the exact shape of hidden surfaces or certify dimensions. The 3D Model API supports prompt-based and image-guided generation. Its default automatic workflow continues through final generation. Choose Preview review explicitly when your integration needs an approval step. Modeler is a separate creation and revision workflow for static models. Choose it when you want to describe changes to a delivered model from text or reference images. Editing arbitrary uploaded models is not supported. Modeler’s outputs and limitations differ from the standard generation and animation workflows.Game assets and browser 3D
Use an Asset Pack for a coordinated prop set, such as market stalls, crates, barrels, signs, and lamps. Give every item the same visual direction and scale requirements. An individual generated model still needs to be inspected in your target project. For Three.js and other browser projects, retrieve finished files through the asset manifest. Check model scale, texture loading, file size, and rendering performance in your own scene. Optimization, retopology, and conversion serve different purposes; choose the operation that addresses your actual delivery problem. Mint does not guarantee that every generated result meets a particular game engine’s performance budget or a store’s submission requirements.Worlds and Gaussian splats
A World is an environment, while a 3D Model is an individual object or character. Use World generation for an explorable scene. World splats use different rendering and download paths from GLB object models. A World runtime may include a separate collider; it is not interchangeable with the visual splat. Use the mobile capture guide when your starting point is a room, object, or person captured with the Mint mobile app.PBR materials and animation
PBR Materials describe a surface using coordinated base color, normal, roughness, metalness, and height maps. They do not include a model’s geometry. Download the maps and apply them in your target rendering workflow. Animation is a separate operation for eligible humanoid models and pack characters. A T-pose or A-pose in a Preview prepares the subject; it does not by itself create a skeleton or animation clips. Modeler delivers static GLBs and does not currently produce rigs or animation.Use Mint from Blender, an API, or an AI agent
- The Blender add-on browses existing Mint assets and imports finished GLB models. World splats require the optional Kiri integration. The add-on does not start generation inside Blender.
- The REST API starts asynchronous operations and returns asset references and downloadable files. Read the service guide for its access requirements.
- Mint MCP connects supported AI clients to authenticated Mint workflows. Tool availability follows the current catalog.
- The AI agent skill helps compatible coding agents follow the REST API workflow.