Wonkee

Pricing

Pick a monthly plan for cheaper credits, or buy packs whenever you need them. No lock-in — packs work standalone.

Subscribe monthly

Recurring credits at a lower per-credit rate. Unused credits reset each billing cycle.

Hobbyist

$10/mo

500 credits/mo

$0.0200/credit

For casual creators generating a few assets each month.

Creator

$39/mo

2,500 credits/mo

$0.0156/credit

For indie devs shipping a game with steady asset needs.

Studio

$149/mo

10,000 credits/mo

$0.0149/credit

For teams producing lots of assets — bulk rate.

Credit packs

Prefer no monthly commitment? Buy credits once, use whenever. These never expire.

Starter

$5

100 credits

$0.050/credit

Save 20%

Pack

$20

500 credits

$0.040/credit

Save 33%

Bulk

$50

1,500 credits

$0.033/credit

Image generation — what each batch costs

Step 1 of the workflow: every prompt renders 4 concept-art variants so you can pick the silhouette you like before converting to 3D. Refine costs the same as a fresh batch (same model + size).

OptionResolutionPer variantBatch (4)
Fast — 512×512512 × 5121 credit4 credits
Standard — 1024×10241024 × 10243 credits12 credits
Wide — 1536×10241536 × 10245 credits20 credits
Tall — 1024×15361024 × 15365 credits20 credits

3D mesh conversion

Step 2 of the workflow: convert a finished image variant into a game-ready GLB mesh. Pick a tier by fidelity — Standard is fastest, Ultra is highest detail. ~3–5 minutes per conversion.

Standard (Hunyuan 2.1)

12 credits

Fast, lowest detail. Good for prototyping and iteration.

Pro (Hunyuan 3.1)

40 credits

Higher fidelity with PBR materials. Solid middle ground.

Ultra (Rodin Gen-2.5)

50 credits

Top-of-line detail. Best for final game assets.

Combo shortcut: a full Standard finished model (1 image batch + 1 Standard mesh) is 24 credits — the cheapest path from prompt to GLB.

Output: GLB (binary glTF 2.0) with embedded PBR textures. Works in Unity, Unreal, Blender, Godot, Three.js, model-viewer. Typical 5–8k triangles, UV-unwrapped, manifold geometry.