Buildings with real facades
Stone, timber and plaster walls, shutters, bay windows, chimneys and a tower with a dome. The agent puts a building together piece by piece while you watch in the viewport.
What an agent can build in Cuberta, and the editor around it. Every picture on this page comes from a scene built in Cuberta.
Stone, timber and plaster walls, shutters, bay windows, chimneys and a tower with a dome. The agent puts a building together piece by piece while you watch in the viewport.
Rooms with furniture, books, lamps, rugs and the small objects that make a place look lived in. Ask for a single room or a whole house.
Hills, a stream under a stone bridge, lamps along the path and a forest behind the house, lit for the time of day you ask for.
Rows of buildings with different heights and facades, shops on the ground floor, signs, wires overhead, lanterns and wet asphalt. Ask for one alley or a whole district.
Everything happens in a real editor. Select, hide, lock or move what the agent made, stop it halfway, or undo any step.
Each step lands in 3D the moment the agent takes it.
Every object the agent made — select, hide, lock or move it.
Every action is logged. Undo any step.
Wandy3D and community models, ready to drag in.
One click puts the connect command on your clipboard.

Hills, vegetation, sky and the time of day.

Sign in to browse your Wandy3D library and community models, then drag them into the scene.

Claude Code is the usual start. Any client that speaks MCP can drive the scene, with your own model access.

The editor and its bundled models, materials and skies run without a connection. The agent still needs its own.

Every action the agent takes goes into the history, and you can step back to any point.

Textures included. Opens in Unity, Unreal Engine, Godot, Blender and anything else that reads glTF or FBX.
Export GLB or FBX with textures and open the scene in Unity, Unreal Engine, Godot or Blender.
Free for Windows and macOS. No account needed.