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New, Clean 3D AI Workflow ⚡️

San Francisco
Joined January 2026
Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)Photo by AssetHub (@assethub_io)
A New, Clean 3D Workflow with AI 🧵
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AssetHub retweeted
I got bored, so I vibecoded GTA 6 within 26 hours. I used Claude Opus 5.5 as the builder, Higgsfield MCP for image/video generation, @assethub_io MCP for 3D models, and Epidemic Sound for audio, then told it to keep building until it had a finished product. The prompt was basically: “Build a playable GTA 6-inspired browser game. Use Higgsfield MCP for images/video, @assethub_io MCP for models, and Epidemic Sound for audio. Keep iterating until it’s finished.” It generated the game, assets, and trailer in roughly 26 hours. Play it here: gta6beforegta6.xyz/ Repo: github.com/mrbarnaclebot-ux/… Try it, break it, and send me bugs + feature ideas. What should I add next?
Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard. Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
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AssetHub retweeted
Astra × Tripo × AssetHubで画像一枚からパーツ毎に編集可能な3Dモデルを制作できました。 人の手で最終調整は必要なものの、エージェントを使ってキャラクターの大量生産を行い、品質管理とアートディレクションを人が行うワークフローが一段階進歩しています。 AssetHubではAIネイティブな3D制作サービスをAAA含む国内外で実施してきましたが、Astra以後で更に加速していきそうです!
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📢 New Parts Composer Agent is coming... We are preparing for new updates of Parts Composer. just upload single image and AssetHub agent separate parts, generate 3D models and now, compose them automatically. we already apply this method to AAA developers and 3D productions get at least 6× faster than ever.
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who used AssetHub for non-character usecase so far?
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なるほど、確かにAssetHubでの生成とモジュラーキャラは親和性がよさそう。 最初からパーツごとに分割されて生成されるので、BlenderやMayaでアセンブリ後、分割はそのままUEに持っていけば。。 面白いなぁ。🤔
New 3D AI + MetaHuman Workflow for a Modular Game Character Running in-game in Unreal Engine! This video shows a full pipeline using @AssetHub_io to break a character concept into parts and generate each one separately. Concept image from GPT-Image2. All part references and base meshes generated through AssetHub with Tripo 3.1 (multi-view → 3D). After generation: → AI-generated full body used as the proportion guide; all parts scale-matched and assembled in ZBrush → MetaHuman base sculpted to match the AI-gen face and body, detailed in ZBrush. Then assembled all of other parts. → manual retopo in Maya (Quad Draw) → UV + material sets in Maya → baked, then textured in Substance Painter: skin, cloth, leather, gold embroidery, metal: with normals, roughness, and micro-details → hair groomed with XGen AI + MetaHuman base gave us two wins: an even faster turnaround, and clean, animation-ready topology out of the box. Drop a comment for any questions!
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New 3D AI + MetaHuman Workflow for a Modular Game Character Running in-game in Unreal Engine! This video shows a full pipeline using @AssetHub_io to break a character concept into parts and generate each one separately. Concept image from GPT-Image2. All part references and base meshes generated through AssetHub with Tripo 3.1 (multi-view → 3D). After generation: → AI-generated full body used as the proportion guide; all parts scale-matched and assembled in ZBrush → MetaHuman base sculpted to match the AI-gen face and body, detailed in ZBrush. Then assembled all of other parts. → manual retopo in Maya (Quad Draw) → UV + material sets in Maya → baked, then textured in Substance Painter: skin, cloth, leather, gold embroidery, metal: with normals, roughness, and micro-details → hair groomed with XGen AI + MetaHuman base gave us two wins: an even faster turnaround, and clean, animation-ready topology out of the box. Drop a comment for any questions!
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これ個人でAI使って3Dゲームつくる人見といたほうがいいんじゃないか…?
New 3D AI Workflow for Modular Game Characters Running in-game in Unreal Engine! For game-ready characters, generating the whole model in one shot doesn't cut it. You need modular parts. Head, torso, arms, armor, accessories: all as separate meshes so you can swap, iterate, and reuse. This video shows a full pipeline using @AssetHub_io to break a character concept into parts and generate each one separately. It auto-detected the pose, split it into parts, then generated reference images for each piece. Concept image from Nano Banana 2. All part images and high poly meshes generated through AssetHub: Tripo 3.1 for most models, Hitem3D for a few specific parts. After generation: assembled in Blender → AI + manual retopo → AI UV + unwrapping in 3ds Max → AI texturing (Tripo / Hitem3D) + rework in Substance Painter with normals, roughness, and micro-details. All AI functions available on AssetHub. Rigged in Blender, then brought into Unreal Engine with a dynamic cloth sim rig. What used to take weeks is now possible in a fraction of the time. Drop a comment for any questions!
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Replying to @assethub_io
You’re so good at putting all the parts together in blender! More tutorials on that please. It’s the hardest part 😂
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New 3D AI Workflow for Modular Game Characters Running in-game in Unreal Engine! For game-ready characters, generating the whole model in one shot doesn't cut it. You need modular parts. Head, torso, arms, armor, accessories: all as separate meshes so you can swap, iterate, and reuse. This video shows a full pipeline using @AssetHub_io to break a character concept into parts and generate each one separately. It auto-detected the pose, split it into parts, then generated reference images for each piece. Concept image from Nano Banana 2. All part images and high poly meshes generated through AssetHub: Tripo 3.1 for most models, Hitem3D for a few specific parts. After generation: assembled in Blender → AI + manual retopo → AI UV + unwrapping in 3ds Max → AI texturing (Tripo / Hitem3D) + rework in Substance Painter with normals, roughness, and micro-details. All AI functions available on AssetHub. Rigged in Blender, then brought into Unreal Engine with a dynamic cloth sim rig. What used to take weeks is now possible in a fraction of the time. Drop a comment for any questions!
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I'm exploring creating 3D mesh, rigged characters from a single image with @assethub_io - you upload an image (I used nano banana pro to make it in an ACCURIG A-pose), and it makes separate images of body, clothing, face and hair (using nano banana pro I think?). Then generates 3D assets using your choice of provider (tripod, hitem, etc). The hair doesn't work well for me (it's only part of the hair), and also the resulting 3d items are different scales and difficult to combine. But AssetHub only JUST launched! I'm sure lots more to come from them.
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build modular gaming 3D with AssetHub!!
Let's build the next character for the team! I’m continuing to test the modular character setup in UEFN using the Metahuman Component. Works really well with custom NPCs! For this new character, I'm back to a fresh 3D workflow using @assethub_io . Still aiming for that flat/ anime style so I can go straight to the Tripo P1 model and get the low poly textured meshes to work with. Assembling and rigging are done in Blender. Again making a shape key for the eyes blinking. Because I'm going to use the same bone structure, I can re-use some Control Rig systems like the hair and eyes procedural animations. The character has 35K triangles and each accessory is about 2.5K.
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Let's build the next character for the team! I’m continuing to test the modular character setup in UEFN using the Metahuman Component. Works really well with custom NPCs! For this new character, I'm back to a fresh 3D workflow using @assethub_io . Still aiming for that flat/ anime style so I can go straight to the Tripo P1 model and get the low poly textured meshes to work with. Assembling and rigging are done in Blender. Again making a shape key for the eyes blinking. Because I'm going to use the same bone structure, I can re-use some Control Rig systems like the hair and eyes procedural animations. The character has 35K triangles and each accessory is about 2.5K.
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作り方変わって来そう… リトポロジー、UV、テクスチャだけ使うみたいなこともできるのだろうか
多彩なAIモデルを組み合わせたりノードベースでワークフロー構築も出来る3D生成AIプラットフォームがローンチ! ☑1枚の画像から自動パーツ分割 ☑個別メッシュ生成 ☑AIによるリトポロジー機能 ☑AIによるUV展開機能 ☑AIテクスチャ生成機能 ☑手動編集用キャンバス機能を搭載 ☑ゲーム向けの制作パイプラインを構築 ☑ブラウザ上で動作 ☑複数の生成モデルから選択して使用可能 AssetHub 3dnchu.com/archives/assethub… by @assethub_io #AssetHub #AI
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「AssetHub」AIが1枚キャラクター画像を自動分解。髪・服・装備を個別3D化出来るアーリーアクセス版公開 modelinghappy.com/archives/6… ✅ AIがパーツごとにラベル分けしながらメッシュ生成。服だけ差し替えるなど再利用しやすい構成に対応 ✅ AIリトポ、UV展開、AIテクスチャ生成にも対応。Nano Banana、Rodin、Meshy、Tripoなど利用可能 ✅ 現在Early Access中で、質問に答えると無料1000クレジット配布中
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A massive roadmap ahead!! Stay tuned 🫡
多彩なAIモデルを組み合わせたりノードベースでワークフロー構築も出来る3D生成AIプラットフォームがローンチ! ☑1枚の画像から自動パーツ分割 ☑個別メッシュ生成 ☑AIによるリトポロジー機能 ☑AIによるUV展開機能 ☑AIテクスチャ生成機能 ☑手動編集用キャンバス機能を搭載 ☑ゲーム向けの制作パイプラインを構築 ☑ブラウザ上で動作 ☑複数の生成モデルから選択して使用可能 AssetHub 3dnchu.com/archives/assethub… by @assethub_io #AssetHub #AI
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多彩なAIモデルを組み合わせたりノードベースでワークフロー構築も出来る3D生成AIプラットフォームがローンチ! ☑1枚の画像から自動パーツ分割 ☑個別メッシュ生成 ☑AIによるリトポロジー機能 ☑AIによるUV展開機能 ☑AIテクスチャ生成機能 ☑手動編集用キャンバス機能を搭載 ☑ゲーム向けの制作パイプラインを構築 ☑ブラウザ上で動作 ☑複数の生成モデルから選択して使用可能 AssetHub 3dnchu.com/archives/assethub… by @assethub_io #AssetHub #AI
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Replying to @assethub_io
@assethub_io Are you guys going to make more YouTube videos please, and upload the videos you have on X to YouTube? We definitely need more tutorials please
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