AssetHub | New 3D AI Workflow For Gaming

Warrior Workflow

A detailed breakdown of my character production process from start to finish

STEP 01

AI 3D Part Generation: One Image to 14 Game-Ready Parts
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

STEP 02

Assembling AI Meshes in Blender: Locking the World Scale
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

STEP 03

Blender Retopology Workflow: Making an AI Mesh Game-Ready
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

STEP 04

3ds Max UV Unwrapping: A Game-Ready Character Workflow
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

Substance Painter AI Texture Rework: Game-Ready Materials
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

Blender Weight Painting: Rigging a Game-Ready Character
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

UE5 Cloth Simulation: Game-Ready Dynamic Jacket Rig Workflow
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.

Game Character QC in Blender: The Game-Ready Final Review
AI does the boring 80% in minutes — every part of this character arrived as a finished-looking 3D mesh. But under that surface, the polygons are an irregular mass of dense triangles. The last 20% of craft makes it game-ready, and retopology is the heaviest piece of it: the most labor-intensive step in the entire production. Skip it and nothing downstream works: weight painting has no edge loops to follow, joints collapse when the character bends, and the mesh is far too heavy for a game engine anyway.