Character Factory is a free, open-source, locally-run text-to-3D character pipeline. Prompt in, rigged character out.
1 / 6
2 / 6
3 / 6
4 / 6
5 / 6
6 / 6
Quickstart
pip install "character-factory[generation]" character-factory make "A retired astronomy professor, tweed waistcoat, round spectacles, white beard" -o professor
First run downloads 36.4 GB of model weights. After that, generation is local and offline.
$ character-factory make "A retired astronomy professor, tweed waistcoat, round spectacles, white beard" -o professor create 80.9 s bake 131.2 s assemble 4.6 s professor/character.char.json professor/scene.glb
Use it with your coding agent
Paste this into Claude Code, Codex, or any coding agent.
Set up Character Factory (NVIDIA GPU, 24 GB): 1. pip install "character-factory[generation,server]" 2. character-factory make "<description>" -o <dir> Writes <dir>/character.char.json and <dir>/scene.glb; stdout is exactly those two paths. Interpreter: Qwen3.5-9B, local by default (Apache-2.0, ungated — no token, no account). First run downloads 36.4 GB of model weights. Optional: - MCP: pip install "character-factory[mcp]"; add `character-factory mcp` to the agent's MCP config. - Unity 6000.0+: character-factory serve; add "com.character-factory.unity": "https://github.com/character-factory/character-factory-unity.git" to Packages/manifest.json; then unity cmd cf-create --prompt "<description>" --walking true --json and unity cmd cf-verify --target "<name>" --json. Source of truth: https://raw.githubusercontent.com/character-factory/character-factory/main/README.md
Or:
Build a character-driven game using https://characterfactory.ai
No additional API key or account required.
Comparison
| Character Factory | MetaHuman | Meshy | MakeHuman | |
|---|---|---|---|---|
| Use case | Agent-built game characters | AAA photoreal humans | Generative 3D meshes | Open-source human authoring |
| Create with | Text prompt | Presets & sculpting | Text / image prompt | Sliders / Blender |
| Cost / license | Free · Apache-2.0 | Free¹ · proprietary | Freemium · proprietary | Free · open source |
| Offline | Yes | Partly | No | Yes |
| Agent end-to-end | Yes · CLI / HTTP API / MCP / JSON | Partial · Unreal Python | Yes · CLI / API / MCP | Partial · Python |
| Character standard | Fixed topology, rig & face | Standard rig; assets vary | One-off generated mesh | Standard body; assets vary |
| Clothing | Generated from prompt² | Wardrobe / custom assets | Baked into mesh | Asset library |
| Stored as | Few-KB JSON³ | Unreal assets | Generated mesh | Preset + assets |
| Runtime target | Fixed · web / mobile / VR | LOD-dependent | Generation-dependent | Asset-dependent |
| Fidelity | Stylized-realistic | Photoreal | Variable | Realistic / stylized |
¹ Subject to Epic's current licensing and revenue terms.
² Garments and shoes are separate generated meshes with their own cloth materials over a skin-only body.
³ Diffable, versionable source document that regenerates the character under pinned versions.
Every character:
- Triangles
- ~15–50k, hair-dependent
- Texture size
- 1024² per surface — skin, eyes, garment, shoes, hair albedo + normal
- Rig
- 127 joints, exact-LBS, 54-bone Unity Humanoid map in the manifest
- Blendshapes
- 72 named facial morphs + jaw
- Materials / draw calls
- 10–11 primitives
- Alpha passes
- 0 — fully opaque by design
- GLB size
- ~1–10 MB
- Source document
- 2–6 KB JSON
- Generation time
- ~1–5 min depending on hardware and settings
Hardware
- Generation
- NVIDIA GPU, 24 GB recommended — bake measured at 17.4 GB VRAM (bf16) or 8.9 GB (nf4); smaller-card setups in the README
- Disk
- ≈1.1 GB install + 36.4 GB model weights
- Assembly & consumption
- No GPU — document→GLB runs on CPU