Engines
PicoBerry routes each generation request to a specific engine — a backend model from a specific vendor or our own infrastructure. Different engines optimize for different things:
- Speed vs. quality — faster engines cost fewer credits but produce simpler output.
- Style — some engines lean toward stylized output, others toward realism.
- Capability — only certain engines support remesh, rigging, or texture transfer.
You pick the engine per generation. The workspace shows the credit cost up front.
Credits
All generations cost credits. Credits come from:
- Your monthly plan allowance — every plan, including Free, receives a fresh allowance each month.
- One-time credit packs purchased à la carte on a paid plan (these do not expire).
- Promotional credits granted during events — these may have a validity period.
Credit balance is visible in the header at all times. Failed generations are automatically refunded.
Assets
Every successful generation creates an asset in your library. Assets are:
- Permanent until you delete them.
- Available in your Unity workspace through UModeler X.
- Exportable as FBX, GLB, or PNG depending on type.
Plans
PicoBerry has five plans. Prices, monthly credit amounts and queue limits are maintained in one place — the pricing page — and are not repeated here so this document can never disagree with it.
- Free — a monthly credit allowance, basic AI models, and public assets shared under CC BY 4.0.
- Starter — premium AI models, private assets with a commercial license, and REST API access.
- Pro — everything in Starter with a larger allowance and higher queue priority.
- Max — the largest allowance, dedicated queue priority, and team sharing for up to 4 people.
- Enterprise — custom allowances and solutions for large teams and studios.
Paid plans are billed monthly or yearly. See the pricing page for the current allowance, per-engine credit cost, and any active promotions.