PicoBerry API + MCPNow live
Parts Breakdown · Exploded board to 3D

3D Generation from 2D Parts Breakdown — clarify complex designs before 3D conversion

Characters, mechs, vehicles, and layered props tend to pack their important structure into a single image. Parts Breakdown surfaces those components first, so Image to 3D can turn the exploded board into a model candidate that keeps its parts separate.

Direct answer: 3D generation from a 2D parts breakdown means building an exploded parts board from a complex reference, then feeding that board into Image to 3D so the resulting model holds on to more of the original component structure.

See the workflow
Built forGame DevelopersUnityUnrealGodotBlenderPicoBerry

Complex assets need their parts in view before the 3D step can read them

Direct Image to 3D handles simple subjects well. But characters, mechs, vehicles, armor, and layered props usually need their major components exposed first, so the 3D step has a clear read on how the design is put together.

Build an exploded parts board

Parts Breakdown takes a busy reference image and lays its major components out where you can actually see them.

Feed it in as a cleaner input

An exploded board hands Image to 3D far more visible structure to work from than one overlapping concept image.

Inspect the result part by part

Check the generated model for part boundaries, proportions, seams, and assembly logic before you start cleanup.

Where teams reach for Parts Breakdown

Use it whenever component structure matters more than a single flat concept image can carry.

An assembled sci-fi mech beside its exploded parts board showing the head, torso, arm, hand, and leg components laid out separately

Mech and armor concepts

Pull apart plates, limbs, joints, body sections, and add-ons for a cleaner 3D read.

An assembled armored vehicle beside its exploded parts board showing body panels, windows, doors, wheels, and attachments laid out separately

Vehicle designs

Split out wheels, panels, cockpit, attachments, and body forms before you convert.

A character in an outfit beside the base body and the outfit broken into separate pieces: jacket, pants, shoulder armor, belt, arm guards, shin guards, and boots

Character outfits

Surface clothing, hair, armor, props, and the silhouette-defining pieces for review.

A detailed sci-fi quarantine lab scene beside its exploded parts board showing the walls, door, containment tanks, desk, monitors, pipes, and props laid out separately

Complex props

Reach for an exploded board when one image buries the geometry or how the parts relate.

Practical workflow

Start from a complex reference, build the exploded board, then run Image to 3D for a cleaner part-level candidate.

STEP 01

Upload the reference

Start with a character, mech, vehicle, outfit, or complex prop where the part structure matters.

STEP 02

Generate Parts Breakdown

Produce an exploded parts board that separates the major visible components.

STEP 03

Convert with Image to 3D

Feed the exploded board into Image to 3D for a model candidate with separated parts — or pick Generate all as 3D to turn each component into its own 3D model.

STEP 04

Review assembly and cleanup

Check topology, seams, proportions, and texture direction, and decide whether it still needs rigging or manual assembly.

Where this fits in a game-asset pipeline

Lean on it where it speeds up a decision, and review closely where production constraints are tight.

Best fit

Mechs, vehicles, armored characters, outfit-heavy characters, weapons with attachments, and complex props.

Go straight to Image to 3D

Simple props, rocks, crates, and single-shape objects — one image already tells the whole story.

Review before use

Part count, part boundaries, missing back-side structure, seams, overlap, scale, topology, and what it means for rigging.

Workflow proof examples

See the reference, the exploded board, and the resulting 3D model together to judge how well the structure carries through.

A three-step sequence for a sci-fi quarantine lab: the original reference image, its exploded parts board, and the generated 3D scene shown together

Three-step sequence

The original reference, exploded parts board, and generated 3D result, side by side.

A close-up of the exploded parts board for a quarantine lab, showing individual components laid out separately: containment tanks, a desk with monitor, vents, pipes, warning signs, and cables

Parts board close-up

The exploded board brings out components that were hidden or ambiguous in the original image.

The generated quarantine lab open in a Unity scene with the PicoBerry panel showing each separated part as its own 3D model in the asset gallery

Separated-parts inspection

The finished model, opened in a viewer or engine with each component visible on its own.

Frequently asked questions

What is a Parts Breakdown?
Parts Breakdown is a PicoBerry workflow that builds an exploded parts board from a character, mech, vehicle, or complex prop image, so the major components are easy to see before you run Image to 3D.
What is an exploded parts board?
It’s a 2D layout that separates the subject’s visible components — armor plates, limbs, panels, wheels, hair, clothing, accessories, and so on.
Why run Parts Breakdown before Image to 3D?
Use it when a single image hides important component structure. The board hands Image to 3D a clearer input to interpret part by part.
Does Parts Breakdown produce the final 3D model on its own?
No. Parts Breakdown makes the exploded board. The 3D model comes from converting that board with Image to 3D, then reviewing and refining the result.
Will the model come out with perfectly production-separated parts?
No. The workflow can give you a candidate with separated parts, but artists still need to check topology, proportions, seams, texture quality, rigging, and engine requirements.
Which assets get the most out of it?
Mechs, vehicles, armored characters, outfit-heavy characters, weapons with attachments, and complex props — anything whose component structure drives the 3D result.
Can I generate each part as its own 3D model?
Yes. After Parts Breakdown you can convert the board into one model with separated parts, or use Generate all as 3D to make a separate model for every component at once, so parts can be reused on their own.

Break complex 2D designs down before you turn them into 3D candidates.

Use PicoBerry Parts Breakdown to make sense of a busy design first, then convert it with Image to 3D.

Explore PicoBerry API