AI 3D Generation API — Multiple Engines, One API
Add AI 3D generation to your product without building a model-switching, queueing, export, and asset-delivery stack yourself. PicoBerry gives your app one async API for text-to-3D, image-to-3D, refinement steps, and downloadable game-asset outputs.
# Generate a 3D model from an image
curl -X POST https://api.picoberry.ai/v1/models/from-image \
-H "Authorization: Bearer ***" \
-H "Content-Type: application/json" \
-d '{"imageUrl":"https://.../ref.png","engine":"tripo"}'
Ship 3D Generation Without Building the Pipeline
Most teams do not only need a model endpoint. They need upload handling, engine selection, async job tracking, result storage, export formats, usage control, and a way to hand assets into the rest of their product. PicoBerry wraps that pipeline behind one API contract.
# prompt/image → 3D
POST /v1/models/from-image
{ "imageUrl": "ref.png", "engine": "tripo" }Text & Image to 3D
Accept either a text prompt or a reference image, generate a 3D candidate, then continue with follow-up operations such as remesh, retexture, rigging, and export without moving the asset between vendors.
# same request, switch engines
{ ..., "engine": "tripo" }
{ ..., "engine": "meshy" }
{ ..., "engine": "hunyuan3d" }Multiple Engines, One Contract
Route each request to the engine that fits the job. Try Tripo for one prompt, Meshy for another, and Hunyuan3D for another while keeping the same auth, job, asset, and export pattern in your code.
# submit → get a task id
{ "taskId": "job_a1b2", "status": "queued" }
# poll/webhook until succeededAsync by Design
3D generation is not instant, so the API is designed around production queue behavior: submit work, store the task ID, poll or receive a webhook, then let your app continue when the result is ready.
From API Key to Downloaded Asset
A typical integration starts small: create an API key, submit a generation job, track status, then attach the finished asset to your own user flow, workspace, inventory, editor, or pipeline.
Get an API key
Create a key in your PicoBerry dashboard, scope it to your integration, and keep it server-side. Use separate keys for environments, tools, or teams when you need usage visibility.
Submit a job
Send a prompt, image URL, engine choice, and output preferences to a /v1 endpoint. Your app receives a task or asset identifier immediately instead of blocking the user interface.
Poll or get a webhook
Track the job by task ID, or register a webhook so your backend can update the user, refresh a workspace, or trigger the next step in an automated content pipeline.
Download the asset
Fetch the finished model and hand it to your own product: show it in a web viewer, attach it to a project, send it to a game-engine workflow, or store it for later editing.
Developer-First Features
The API is meant for products and teams that need repeatable asset generation, not a one-off demo. Use it to power internal tools, creator workflows, game-asset marketplaces, AI agents, or automated content pipelines.
OpenAPI Spec & Typed Clients
Use the OpenAPI spec as the source of truth for requests and responses. Import it into Postman during exploration, then generate typed clients for your backend language when the integration moves into production.
Webhook Delivery
Use signed callbacks to move from polling to event-driven workflows. When a generation finishes, your service can update project state, notify a user, enqueue review, or trigger export handling.
MCP Server for AI Agents
Connect generation to AI coding tools and agent workflows through the PicoBerry MCP server. Agents can request asset candidates as part of a larger app, game, or tool-building flow.
Usage & Credit Tracking
Track credit usage from the dashboard so teams can separate development, internal tools, customer-facing features, and experiments before scaling a generation workflow.
From the AMPLIFY 2026 Workflow Deck
The launch page now mirrors the PPT narrative: generate assets, edit or refine them, integrate them into the game scene, then play-test the result instead of stopping at a model file.
PPT demo video: PicoBerry and UModeler X assets inside Unity, moving from generation to integration and play-test.
Case 1 · 2D game workflow
AI-generated 3D assets and UModeler X edits can be integrated into a 2D Unity game with Render/Sort 3D as 2D, 2D Light, Sprite Mask, and shader effects.
Case 2 · AI RPG + PicoBerry API
Claude Code or ChatGPT Codex can create game structure quickly, while PicoBerry API supplies higher-quality characters, monsters, items, and props through an automated asset-generation step.
Case 3 · Character pipeline
The workflow extends from image generation to 3D generation, part separation, rigging, animation, outfit changes, and final Unity scene output.
See It Working
The API should be judged by what it lets your product do: create a candidate, compare results, keep the asset record, and deliver a usable file into the next step of your workflow.






A range of generated 3D candidates your product can present for review, selection, refinement, or downstream export.

The Quickstart path: authenticate, submit the first request, inspect the response, and connect generation to your own backend flow.
{ "success": true, "data": {
"id": "019f3a39-0db2-…",
"taskStatus": 0,
"type": "model_3d"
} }
# later
{ "modelUrls": { "glb": ".../model.glb" } }Example async flow: submit a job, persist the returned identifier, poll or receive completion, then fetch the generated model URL.
Frequently Asked Questions
What is the PicoBerry API?
The PicoBerry API is an async REST API for AI 3D generation. It lets your backend submit generation jobs, track status, receive completion events, and fetch generated model files for product or pipeline use.
Can I use multiple generation engines through one API?
Yes. PicoBerry is designed to let teams route work across multiple generation engines through one product-side contract. Keep the same auth, job tracking, asset records, and export flow while selecting the engine that fits the request.
Is the API only for games?
No. The page focuses on game tools and 3D asset pipelines because that is PicoBerry’s core workflow. The same API pattern can support creator tools, marketplaces, internal automation, AI agents, education tools, and other 3D-enabled products.
Are generated assets immediately production-ready?
Treat generated assets as candidates. They are useful for prototyping, iteration, review, and downstream handoff. Depending on your project, you may still review topology, materials, scale, rigging, collisions, licensing, and engine-specific requirements.
Does PicoBerry support webhooks?
Yes. The API workflow is asynchronous: submit a generation job, keep the returned identifier, then poll or receive a webhook when the job is complete.
How do developers get started?
Start by creating a PicoBerry account, requesting API access, and integrating the first server-side call. Keep API keys out of client-side code and use separate keys for environments or products when needed.
Explore More

PicoBerry to UModeler X Workflow
Edit, refine, adapt, and finish AI-generated assets inside Unity.
Explore →
AI 3D Generator for Unity
Generate in PicoBerry, continue in Unity, and refine assets with UModeler X.
Explore →
AI 3D Generator Pricing Comparison
Compare PicoBerry, Tripo, Meshy, and more on price, commercial use, API, and workflow value.
Explore →Build the 3D generation layer once. Use it everywhere your product needs assets.
Start with one API call, then connect generation to your app, tool, agent, or game-asset pipeline.