Each plan includes a monthly credit pack that you can use across all tools (3D, textures, image edit, upscaler, etc.). Some actions cost more credits depending on complexity.
Explore the platform and run tests with light usage.
Best for regular 3D + texture and image editing work.
Built for daily production across 3D, baking, image editing, and asset cleanup.
Add a one-off credit pack on top of your subscription.
Top up your monthly pack when you run out.
Perfect for finishing a few extra projects.
For large production sessions or activity peaks.
Open common pricing questions and related Smart 3D workflows covered by the same plans and credits.
Clear answers about the workflow, common use cases and what to expect from this Smart 3D tool.
Smart 3D plans include credits that can be used across multiple workflows such as 3D generation, textures, image editing and related browser-based tools.
Yes. Smart 3D pricing supports one-off refill packs so you can add credits when you need extra capacity during the month without changing plan tier.
The plans are designed for artists, freelancers, studios, teams and online businesses that want one subscription for multiple AI-powered creation workflows.
Relevant next steps to continue the same creative workflow across Smart 3D.
Explore one of the main 3D generation workflows covered by the platform credits.
Create texture maps and materials with the same subscription and credit system.
Understand how AI image editing also fits into the same Smart 3D plan and credit structure.
If you are still evaluating how Smart 3D fits your workflow, these guides explain the practical use cases behind the platform.
See which AI workflows matter most for 3D artists and how to combine generation, texturing, image editing and conversion into a practical creative stack.
Compare the main AI text-to-3D workflows in 2026 and learn what matters most when you need faster concepting, prototyping and production support.
Learn how AI can speed up PBR texture creation, when to use prompt-based materials, and how to move from texture ideation to usable shader work.