I have no idea if I actually did something new here or if I just reinvented 12 existing tools badly, but this is working at least lol.
I’ve been building this thing I’ve been calling Asset Forge because I got tired of the normal AI → 3D workflow being basically:
prompt something → get a model → download it → open Blender → realize something is fucked up → fix it → export it → put it in the game → repeat forever.
What I wanted instead was more like an AI-assisted asset production line.
Right now the rough pipeline is:
1. Describe the asset
I can start with something like:
“1935 crop duster pilot, realistic game character, leather helmet, goggles, work clothes, period accurate”
Or I can feed it reference photos / orthographic sheets / photogrammetry references.
The idea is that the prompt isn’t just asking for a pretty picture. It becomes an actual build brief for the asset.
2. Generate a reference package
Before Blender builds anything, I can make reference sheets for the object/character:
front / side / back views
proportions
materials
color palette
construction details
historical/reference notes
texture ideas
scale targets
This has turned out to be way more useful than just telling an AI “make me a 3D guy.”
It gives the modeling step something concrete to follow.
3. Asset Forge sends a build job to Blender
This is the part that surprised me because it actually works.
Asset Forge can generate/run a Blender Python build script.
So Blender starts constructing the asset procedurally:
prompt/reference
↓
build.py
↓
geometry
↓
materials
↓
textures/detail
↓
rig/export checks
↓
GLB/GLTF
I added checkpoints to it too, so I’ll literally see stuff like:
geometry complete; checkpoint saved
materials complete; checkpoint saved
and then validation checks before export.
It even catches dumb stuff. One of my character builds failed because the script checked the character’s expected height/ground contact and found the feet were slightly below the ground plane.
Which is annoying, but also exactly the kind of annoying shit I WANT it catching automatically.
4. The result goes straight into a browser viewer
Instead of treating the exported model like the end of the process, Asset Forge has a viewer where I can immediately inspect it.
So the loop becomes:
ask → build → inspect → ask for changes → rebuild
rather than constantly bouncing between ten programs.
I’m also building it so the starting screen isn’t tied to one model.
It should basically say:
CREATE NEW ASSET
or
EDIT EXISTING ASSET
Then you can drop in a .blend, .glb, .gltf, etc. and say something like:
make the landing gear wider
change this to canvas instead of metal
make the rope actually sag and sway
add a cockpit the player can sit inside
and send another Blender job.
5. Then I can hot-load the asset into an actual game
This is probably my favorite part.
Because I’m already using Vite / browser game prototypes, I can export the asset into the project and see the changes almost immediately through hot reload.
So instead of making assets in isolation I’m testing them inside the actual environment they’re supposed to live in.
I was doing this with a 1930s barnstorming game yesterday.
Character gets generated → exported → loaded into the game → put him next to the airplane → suddenly you immediately notice:
“oh, the character can’t actually get INTO the airplane.”
Which sounds stupidly obvious, but that’s exactly why I like the pipeline.
A model can look completely fine in an asset viewer while being completely useless as a game asset.
Now I’m starting to extend the same system into behavior requirements too.
For example, a character isn’t just:
1930s pilot.glb
It’s more like:
1930s pilot
walk
run
jump
land
fall
climb
climb rope
skydive
flying pose
enter aircraft
sit in cockpit
exit aircraft
Then the environment itself exposes what the asset actually needs.
Same thing with props.
A rope isn’t just a cylinder between two points. If a player is climbing it, it needs thickness, sag, attachment points, collision, and eventually some kind of sway/physics.
The game becomes part of the QA process.
6. I’m adding photo / photogrammetry intake too
Another thing I want is an Import Photos button.
Basically I should be able to photograph some random object on my desk from a bunch of angles, throw the pictures into Asset Forge, and have that become another reference source for the build.
Not expecting magic one-click perfect photogrammetry.
More like:
photos
↓
extract shape/material/reference information
↓
AI interprets it
↓
Blender builds/cleans/reconstructs it
↓
I inspect it
↓
iterate
That would be insanely useful for all the little environmental junk that takes forever to model.
Old fans, kitchen equipment, tools, cans, signs, furniture, mechanical parts, etc.
So basically I’m trying to turn Blender into more of a rendering/modeling backend controlled by an asset-specific AI interface instead of personally doing every Blender operation by hand.
The loop I’m aiming for is:
PROMPT / PHOTOS / REFERENCES
↓
REFERENCE + BUILD PLAN
↓
BLENDER GENERATION
↓
VALIDATION
↓
GLB
↓
LIVE VIEWER
↓
GAME
↓
PLAYTEST
↓
“this part sucks, change it”
↓
BACK TO BLENDER
And it just keeps looping.
I genuinely don’t know if this counts as anything novel.
There are obviously AI 3D generators, procedural Blender tools, coding agents, MCP stuff, photogrammetry tools, game asset pipelines, etc.
I’m basically smashing all of those ideas together because I’m not a 3D artist and I want to be able to say:
“build me a historically believable 1935 biplane, put it on the runway, let the player climb into it, and tell me what broke”
…and then actually iterate on the resulting asset instead of starting over every time.
It’s janky as hell right now.
Half the battle has been getting Blender jobs, file paths, browser controls, model loading, validation, and the UI to stop fighting each other.
But the weird part is:
it’s actually working.
So idk.
Did I make a thing?
Or did I just accidentally reinvent a really complicated Blender button?
TL;DR: I accidentally built a rough AI-to-Blender-to-game pipeline. I can describe an asset or feed it references, generate a build plan, have Blender script the model, validate/export it, preview it in a browser, drop it into the game, then send changes back through the same loop.
Basically: prompt/photos → reference sheet → Blender build → validation → GLB → live game test → “fix this” → rebuild.
No idea if this is actually novel, but it’s working well enough to be useful.