Generating a mesh, texturing it, rigging and weighting it, and preparing it for a printer are four genuinely different jobs with different failure modes and different costs. Bundling them into one price means everyone pays for the three they did not need.
So generation is one purchase, and texture and paint, rig and weight, and 3D-print prep are separate priced continuations of an asset you already own. The asset is stored; you come back and continue it when you need the next thing, rather than regenerating from scratch.
The practical effect is that a prop you only need to look right costs what looking right costs. A character you need to animate costs that plus rigging, and only when you get to rigging.
Each continuation carries the same refusal behaviour as generation. Rigging that cannot meet the bar refuses and refunds rather than handing you a skeleton that deforms badly at the shoulders — which is the kind of problem you find three days later, in engine, in a walk cycle.
- Generation, texture and paint, rig and weight, print prep — priced separately.
- Continuations operate on the stored asset; no regeneration.
- Each path refuses and refunds independently.