Modelling

Modelling.

Massing and form fast enough to think in. Generate or import a scheme, compose the view you want, and walk it at eye level before anyone has committed to anything.

Modelling packages are powerful and slow, which is the wrong trade at the stage where you are still deciding. Most early questions are about proportion, overshadowing and street presence, and none of them need a coordinated model to answer. This lane is built for that stage: get to a form quickly, look at it properly, and move on.

From a form to a view to a walkthrough.

Models from a brief or an image

Generate geometry from a written description or from reference images, across a deep roster of mesh models, then inspect it in the viewer and rotate around it.

Compose the view

Scene Composer loads your models into a live scene. Pose them with translate, rotate and scale gizmos, save the camera, and render the composed viewport to a photorealistic still.

Walk it at eye level

Turn a model into a first-person walkthrough that opens in a browser, with collision against the geometry. Send a link. Nothing for the client to install.

Enough model to answer the question in front of you.

Judging whether a scheme sits right on its street does not need every junction resolved. It needs mass, height and context, quickly enough that you will actually test the alternative rather than talk yourself out of it. That is the gap this fills, and it is the gap that decides how many options get looked at before a client meeting.

Scene Composer turns a model into a view.

A model is not a presentation. Load yours into Scene Composer, arrange them with gizmos or typed values, drop an immersive space in behind as a backdrop, lock the camera, and render. The composition is yours, held, and recallable at any time rather than reconstructed by eye every session.

Send a link, not a file.

Import a GLB, the format SketchUp and Revit both export, and the mesh is optimised on the way in so a heavy model still moves in a browser. Then walk the space in first person to check scale, sightlines and thresholds, and share it as a link. Spatial problems that are invisible in plan are unmissable at eye level.

Post-processing, and an exit.

Retexture, stylise and Smart Topology for cleaning a mesh up, and export as GLB, FBX or OBJ when the work belongs somewhere else. Rigging and animation presets are there for the times a model needs to move.

What the modelling lane covers.

Generation and import

A deep mesh roster for text and image inputs, plus GLB import so your own geometry is a first-class starting point.

Scene composition

Pose models in a live scene, use an immersive space as a backdrop, save cameras, and render the view to a photorealistic image.

Immersive walkthroughs

First-person movement with collision, automatic mesh optimisation, shareable links and a standalone offline player.

Post-processing and export

Retexture, stylise, Smart Topology, rigging and animation presets, with GLB, FBX and OBJ on the way out.

Frequently asked.

No. Import a GLB and everything downstream, composition, rendering and walkthroughs, works on your own geometry. Generating a model is one way in rather than the only way in.

Ready to start? Jump straight in.

Every ArchAdemia Tools plan includes everything on this page. From £29 a month, all in, with no per-tool fees and no surprise charges.

See Pricing