Assets: outfits, places and props your character reuses

An asset is one recurring thing saved once: an outfit, a location, a prop, a vehicle, a pose, or a style. It carries an image and a description, and you bring it into a generation by writing its name. When the model has a free reference slot the image goes along; when it does not, the description is written into the prompt instead, so the asset never silently disappears.

Describing the same jacket or the same apartment in every prompt is slow, and it drifts. An asset fixes that: you save the thing once, with an image and a short description, and from then on you call it by name. This guide covers how to make assets, how they reach the model, and how to build a set such as a house with its rooms.

Three ways to make an asset

  1. Save any image in your Library as an asset from its menu: name it, pick a category, done. The asset keeps its own copy of the image.
  2. Create with AI in Library > Assets: describe the thing, get a few clean reference candidates on a low-cost model, and save the one you like. Every candidate already knows the asset it was drafted for.
  3. Upload your own images to an asset you created by hand. Pose assets are always made this way: a pose needs a real reference.

The description matters

Every asset has a description: the item alone, in a few words, such as a form-fitting sleeveless light-blue mini dress with thin straps. Describe with AI writes it from the image, and Save as asset fills it in when you leave it empty. It is what the prompt uses when the image cannot be sent, so keep it about the thing itself: no person, no camera angle.

Image, text, or both

Models accept a limited number of reference images, and a pose or an identity reference may take the last slot. Wherever you attach an asset, in Studio, in the AI Creator, or on the plan card, you choose how it reaches the model: image and text, image only, or text only. If the image does not fit, the description is written into the prompt where the asset's name appears. The plan card tells you which happened.

Sets: a house and its rooms

A big thing is several assets. Make the house first, with its description of materials and palette, then create each room as a part of it. A part is a normal asset with its own name and image, so @Living_Room works on its own, and @House_Living_Room works too. Its text form leads with the house, so the model knows which house the room belongs to. Create with AI can draft a part inside its parent, using the parent's image and description, so the new room matches. The same works for a car and its interior, or an outfit and its shoes.

Open your assets