A DIVISION OF DYNAMIC HALLUCINATION

Dragons Anvil

Concept art in. Three-dimensional assets out.

Character meshes, prop kits, environment fragments, every one forged on our own iron under the Cursed NeXus engine and the biology-native 3D pipeline of Dynamic Hallucination.

How the forge works

Three steps from art on a page to a mesh a game engine can hold.

01

Feed the anvil

Upload a concept sketch or type a description. Character. Prop. Environment fragment. The forge accepts either.

02

Take your place in queue

Studio tier jumps to the front. Creator jumps ahead of Free. Free waits, and gets its turn. Every job runs on our own GPU, no cloud middlemen.

03

Download the finished piece

GLB mesh with texture, front render, and a turntable GIF preview. Drop it into Unreal, Unity, Godot, Blender, or Three.js and keep moving.

Pricing

Free forever. Paid tiers jump the queue.

The forge runs on one GPU. When the paid queue is busy, the Free tier waits. Off-peak, Free flies. That is the deal, clear, fair, and honest to what a single machine can do.

Free

$0forever

1 asset / day

Last in queue. Runs when the paid queue is idle.

  • GLB export, ready for Unity, Unreal, Godot, Three.js
  • Turntable GIF preview
  • Community license
Join the Beta

Creator

$24/ month

10 assets / day

Middle priority. Jumps ahead of Free.

  • Everything in Free
  • Multi-view generation, better geometry
  • Commercial license for indie use
  • Front render + turntable + high-res texture set
Start Creator

Studio

$99/ month

50 assets / day

Front of queue. Always jumps.

  • Everything in Creator
  • Commercial license for studio use
  • Batch generation via API
  • Priority support, direct channel to the team
Start Studio