From one sketch to a 3D mesh file
Generate product renders, change materials and colors part by part, and convert the result into a 3D mesh (GLB) file. It all connects on a single node canvas, and every result keeps the prompt it was made from, so you can find it again later.
- 01Sketch upload
- 02Render shot
- 03Material & color
- 04GLB export
From sketch to 3D render shots, material studies, and a 3D mesh file — in one studio
DesignPresso turns product sketches into renders, lets you change materials and colors part by part, and exports the result as a 3D mesh (GLB) file. Built for product designers.
sketch-to-render
3D render shot direction
part-level material and color editing
material variation studies
image-to-3D mesh (GLB) file conversion
Decide one thing at a time
Each step takes the previous step's output as its input. Once the form is settled, the product is locked into a single written descriptor that every later step reuses verbatim — a material change carries that same descriptor along with it.
- 01
Sketch to render
Upload a hand-drawn sketch, say what the product is and how it is used, and it comes back as a render that keeps the form you drew.
- 02
Render shot direction
Re-shoot the same product with a different angle, lens, lighting, or backdrop. The locked descriptor is left untouched; only the shooting conditions change.
- 03
Material and color studies
Work part by part — housing, grip, accent, hardware, branding. Name one part and a mask is put over it, so the repaint happens inside that mask.
- 04
Convert to a 3D mesh
Turn a render with a clean background into a 3D mesh (GLB) file. Download the converted file and open it in the 3D tool you already use.
What you settle once gets reused next time
A skill lays out the steps, a settled product is registered as an element, the rules you switched on go in at generation time, and a part mask keeps an edit inside one part. You find results by describing them, not by filename.
Skills
One line — “let's design a folding camping lantern” — and the studio picks which skills to run in which order and builds the node graph for it. Teams can add their own skills too.
Locking the product
Pick a concept and the product is fixed as one written descriptor and registered as an @element. Once registered, you can pull it into another canvas by @-mentioning it.
Part masks
Name a part and a mask for it is produced, then only the inside of that mask is repainted. Change the housing and leave the grip alone — edits stay part by part.
Knowledge lenses
Register rules as lenses — how a material behaves under light, what order a part edit follows. Every lens you switch on goes into every request, and you decide which ones are on.
Semantic search
Search the way you remember it — “matte aluminum handle.” The prompt is stored next to every result, so what's in your library comes back ranked by how close it is to what you asked for.
Tools, canvas, and chat on one screen
Upload sources in the tools panel on the left, watch results connect on the node canvas in the middle, and say what comes next in the chat on the right. Nothing sends you to another screen.
Tools
Upload sketches, product photos, and references, and pull in the @elements you registered.
Canvas
Every generation is a node. The edges show what it came from, so you can branch again from any point.
AI Assistant
Give an instruction in plain language; the agent works out what to run in what order and runs it there and then. When the job is too big for one turn, or you ask to see the plan first, it shows a plan card instead.
Teams work on the same assets
Work on one canvas at the same time, and share the elements, skills, and rules you register across the whole team.
Real-time co-editing
Work on one canvas at the same time.
Auto-translated chat
Everyone reads and writes in their own language.
Approval mode
Switch it on and every generation waits on a card showing its estimated credits.
Shared workspace
Manage team elements, skills, and knowledge lenses together.
Your next product starts on your canvas.
What you make becomes the material for the next thing you make.