Build the asset. Ship the asset.
Exaro Model builds detailed production assets from references and direction, then prepares them for real-time use. Vehicles, machinery, interiors, characters, clothing, materials and animation, delivered as game-ready Unreal and Unity content.
- Modeling
- Materials
- Clothing
- Mechanisms
- Animation
- LODs
- Collision
- Optimization
- Unreal / Unity export
These weren’t downloaded. Exaro built them.
Complete interior. Working systems. Game-ready derivatives.
One asset, end to end: 150 seats with seatback screens, 26 overhead bins and masks at every row, two galleys, three lavatories, a full flight deck, and doors, gear, flaps, slats and spoilers that move. Built as a full-detail production master, then derived into a runtime package an engine can stream.
- Exterior, cabin and cockpit in one model
- Moving parts built as working mechanisms
- Game-ready derivative for Unreal and Unity

Hydraulics, tracks and a cab that works.
Not just a pretty shape. Cylinders, hoses, pins, tracks and cab controls are built as the parts they are, rigged to move the way the machine does, and finished with wear that has a cause: grime at the joints, scuffed plates, a polished cutting edge.
- Boom, stick and bucket on working hydraulics
- Tracks, undercarriage and operating cab
- Wear placed where the machine actually wears
Historical reference, reconstructed down to the turret.
Given references, Exaro Model reconstructs a WWII heavy bomber inside and out: the airframe, nose art and markings, the bombardier’s nose with its bombsight, the flight deck, the bomb bay, the radio room, the waist guns and the turrets. 6,600 parts and 127 materials, each section checked against its reference.
- Reference-driven reconstruction
- Nose, flight deck, bomb bay, radio room, waist and turrets
- Markings and materials matched to period
From millions of triangles to game-ready.
A high-poly model is half the job. Exaro Model keeps the full-detail master and derives what an engine can actually run, so you get both halves of the problem solved.
- 4.75M
- triangles in the airliner master
- 17,473
- objects, complete interior
- 117
- full-detail materials
- 657K-triangle game mesh with baked PBR textures
- LOD chain down to a 4K-triangle proxy
- Instancing: 7,396 unique meshes become 208
- 4,000 collision primitives
- 185-bone rig, 40 animation clips
- Unreal + Unity
Your AI directs it. Exaro does the production.
Exaro Model ships an MCP server, so the assistant you already use, frontier or local, can plan an asset, build it, inspect the renders it returns and fix what it sees. Blender is the environment Exaro operates; you do not need to know it.
- Reference + direction
- Your AI, frontier or local
- Exaro Model
- Game-ready in Unreal or Unity
Claude, Codex, Cursor
One line of config connects any MCP client. Your assistant plans the asset, builds it, reads the renders and corrects its own work.
- Any stdio MCP client
- Your existing subscription, no Exaro AI tokens
- Every tool returns images the model can check
On your own GPU
Run a local model and it drives the same system. A compact single-call planning tool keeps the work within reach of smaller models.
- The same tools and checks as frontier models
- Your prompts and files stay on your machine
- Single-argument plan submission
Straight into your project
Finished assets go to your open Unreal editor, re-imported and verified before anything ships, and Exaro Unreal carries on from there: placement, Blueprints and play-tests.
- Finds your running Unreal editors
- Re-import verified on every export
- Send to Unreal needs Exaro Unreal, sold separately
Machines, creatures and a whole game.
Everything below was built, rigged and animated with Exaro Model, and much of it is for sale on Exaro Assets.
A two-stage mast that really lifts.
Built from one reference photo: the mast tilts on its pins, the inner mast and carriage rise together while the chains pay out over their sheaves, the forks spread, and the rear wheels steer with the steering wheel.
- 16 bones, 9 animations
- Unreal Blueprint and Unity prefab included
A windmill whose gears really mesh.
The wheel turns the pinions, the back gears turn the crank, the pitman lifts the pump rod, the head turns to the wind and the tail furls it out. Every part is solved per frame, so nothing slides off its pin.
- 9 animations, from gusty pumping to furled
- Unreal Blueprint and Unity prefab included



A whole band’s worth of kit.
Amp, PA, mic, guitars and a drum kit, each built with Exaro Model and for sale on Exaro Assets. The amp’s knobs turn, the mic stand tilts and telescopes, and the drum kit plays on the UE5 Mannequin.






A whole game, one-shotted with Exaro.
Hold the Alamo is our own game, and it was one-shotted with Exaro: the mission walls and barracks, the adobe town of Béxar, the defenders and Santa Anna’s army, the horses, longhorns and pigs, the cannon crews and their drill. Every character shares one Unreal skeleton, so one animation set drives the whole cast.



Hands that grip, point and make a fist.
Most mocap and most generated characters arrive with frozen, clawed or melted fingers. Exaro Model tracks the hands as their own layer: every finger keyed in human range, and props held the way a real hand closes round them.
- A full hand-shape track on top of any body motion
- Finger joints fitted to the real hand
- Grips measured from real hands
Rig anything you already have.
A character that arrived unrigged, in a T-pose, as a pile of separate clothing pieces? One command brings it in, links the textures, builds a skeleton fitted to the actual limbs and fingers, and skins it so sleeves, trousers and boots move with the body.
- T-pose or A-pose, single mesh or dozens of parts
- Clothing shells follow the body instead of tearing
One model, a whole army.
Describe a variant in a few lines and get a new character: recolor a uniform while keeping its wear and folds, swap the hat, add sashes or a pouch, change the build and height.
- Texture recoloring that keeps the painted detail
- Every variant rigged, animated and exported the same way
Real motion capture on your own characters.
Exaro Model retargets professional mocap onto every character you build, including all 1,800+ clips of Epic’s free Game Animation Sample and open mocap libraries.
- Unreal’s own IK Retargeter, driven for you, headless
- Every clip checked: it loads, it uses your skeleton, it moves
Straight into your project, verified.
Assets land in Unreal with Unreal-standard bone names, their clips and sockets, and in Unity as prefabs. Before anything ships, the export is re-imported and compared against the source.
- Mannequin-compatible skeletons
- Re-import verification on every export