Teya Conceptor is built around the idea that fast conceptual geometry is valuable in early creative stages of design and entertainment pipelines. Rather than relying on dense topology or advanced sculpting features, it lets artists add forms by drawing with 3D brushes and assembling kits of parts. Imported geometry can be turned into custom brushes by dragging and dropping into the interface, enabling fast reuse of forms across a scene.
Teya Conceptor is not a replacement for traditional modelling or sculpting packages. The focus is on creating basemeshes or concept assets that are finished and refined in other software such as Blender or Unreal Engine.
Core Workflow
The workflow is centred on a library of brushes that can apply geometric forms into a scene by user-driven strokes. Brushes can represent organic shapes, mechanical parts or hybrid forms depending on library content and imported custom brush assets. Artists can also use symmetry and slicing to explore variations of a form and combine brushes to generate complex parts.
Teya Conceptor saves all scene data in standard OBJ files, including comments that store program settings. This means any OBJ produced in Teya can be opened in other software without requiring a proprietary format conversion. Export options include vertex colour and alpha-texture exports that can be used for further editing or concept work.
Procedural Generators and Variants
The software includes procedural tools described as “Generators” for creating structures such as plants and buildings. These are parameter-driven and do not rely on artificial intelligence but procedural algorithms to produce unique results each time. Teya Conceptor’s Variants system can automatically produce multiple variations of an object, speeding the creation of kitbash libraries. The Variants feature works best with relatively simple hard-surface elements and generates multiple outputs that artists can choose from or combine later. Updates to the free edition in recent releases have removed many previous limits on multi-object scenes and the use of the Generators and Variants systems, although time-based usage constraints and delays on procedural tools still apply.
Editions and Limitations
The Free edition costs nothing and can be used without registration. It includes the full brush-based workflow, Generators and Variants systems, and support for multiple objects. Usage is limited by session time restrictions and increasing delays when using procedural Generators. Restarting the application resets these limits.
The Pro edition is available under three licensing options. A perpetual licence costs USD 250 and includes lifetime use of the current major version. A monthly rental licence costs USD 15 per month. An annual rental licence costs USD 99 per year.
The Pro edition removes all time-based limitations and procedural delays. Licences can be activated on up to three computers. An internet connection is required periodically for licence validation.
System Requirements and Platform Support
Windows and macOS are supported, with no current plans for Linux or mobile platforms. A graphics tablet is recommended, given the brush-centric nature of the interface, though pressure sensitivity is not required. The program requires a system capable of at least OpenGL 3.0, with performance contingent on scene complexity and the number of vectors in brushes and imported models.
Export and Interoperability
The tool’s use of OBJ for scene and brush files facilitates interoperability with other 3D applications, allowing artists to continue working in modelling, texturing and rendering DCC tools. UV unwrapping is not a feature of the software; however, it can use automatically generated vertex colours as texture exports where relevant.
Evaluation
Teya Conceptor’s design prioritises rapid conceptual geometry over detailed topology and sculpting refinement. Its brush and procedural workflow is unconventional compared to mainstream modelling tools, and artists should evaluate how it integrates with established pipelines before relying on it for production tasks. New tools and updates should always be tested before deployment in active production environments.