AssetHub

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AssetHub

AssetHub

@assethub_io

Create a Modular 3D Model with AI

San Francisco Katılım Ocak 2026
25 Takip Edilen220 Takipçiler
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robot
robot@alightinastorm·
The vibejam is ending and you have finally achieved your lifelong dream of becoming a game dev (for a month) Come join our AI gamedev group chat, the largest on X and connect with likeminded people! Reply with a post of your game and i will send you an invite per DM
robot@alightinastorm

wave 4, opening the group chat for even more vibe game devs and especially pro-AI 3D designers reply with some of your work for an invite, we're over 200+ people now the aura in the gc is unmatched, every relevant person in AI x Games is in there except for you! Come, join, let's connect and build the future together

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Toby VirtualFilmer
Toby VirtualFilmer@virtualfilmer·
@assethub_io Any plans for in-depth YouTube tutorials? Your three videos on there are good but I want mooooore :)
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Andrew Price
Andrew Price@andrewpprice·
My full talk from BCON North America: How to Control AI with Blender. #b3d
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Lucio Linconl
Lucio Linconl@lucio_linconl·
The @assethub_io The AssetHub workflow is surreal. The modular generation saves hours of rework. 🔥🛠️ #GameDev #3D
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은짱
은짱@tomatoyayami·
게임업계 군중씬 이걸로 뚝딱이겠네..
Jerome | InsaneUnreal@insaneUEFN

New clean 3D AI workflow Control Rig physics in UEFN! Been exploring some more hybrid AI workflows lately, and for 3D assets splitting the model into parts is kinda essential. This video shows my first test using @AssetHub_io, one of the cleanest ways i've used to keep the whole generation process organized. It auto-detected the pose in my main image and broke it down into parts, then generated images for each. From there I can just iterate on each piece separately and generate the 3D models in one workflow. AssetHub is still in closed beta atm, so let me know if you want to try it out. Main reference image came from Grok Imagine. All the part images and high poly meshes were done in AssetHub, selected Tripo 3.1 as the main model. After that I ran it through Hunyuan 3D for retopo + unwrap. Final assembly in Blender. Baked normals from high to low poly. End result: under 60K tris, 3 materials, 2K textures. Also Control Rig physics in Unreal Engine are insane. It finally validates in UEFN too, so of course I had to test it out.

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HOS技研
HOS技研@hos_giken·
これはとても気になる。 コントロールリグまでフォローできるのは強力かもしれない。 実際3D AIワークフローをテストしていて、割とまだ手間なところが見えてきたところ。 こちらのワークフローが新しい解決策になるなら、ぜひテストしてみたい。🤔
Jerome | InsaneUnreal@insaneUEFN

New clean 3D AI workflow Control Rig physics in UEFN! Been exploring some more hybrid AI workflows lately, and for 3D assets splitting the model into parts is kinda essential. This video shows my first test using @AssetHub_io, one of the cleanest ways i've used to keep the whole generation process organized. It auto-detected the pose in my main image and broke it down into parts, then generated images for each. From there I can just iterate on each piece separately and generate the 3D models in one workflow. AssetHub is still in closed beta atm, so let me know if you want to try it out. Main reference image came from Grok Imagine. All the part images and high poly meshes were done in AssetHub, selected Tripo 3.1 as the main model. After that I ran it through Hunyuan 3D for retopo + unwrap. Final assembly in Blender. Baked normals from high to low poly. End result: under 60K tris, 3 materials, 2K textures. Also Control Rig physics in Unreal Engine are insane. It finally validates in UEFN too, so of course I had to test it out.

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Ilya Medvedev
Ilya Medvedev@Ilmedved·
Mark my words: no matter how much we hate all this, we’ll all end up somewhere there, but with some % of manual polish on top of it.
Jerome | InsaneUnreal@insaneUEFN

New clean 3D AI workflow Control Rig physics in UEFN! Been exploring some more hybrid AI workflows lately, and for 3D assets splitting the model into parts is kinda essential. This video shows my first test using @AssetHub_io, one of the cleanest ways i've used to keep the whole generation process organized. It auto-detected the pose in my main image and broke it down into parts, then generated images for each. From there I can just iterate on each piece separately and generate the 3D models in one workflow. AssetHub is still in closed beta atm, so let me know if you want to try it out. Main reference image came from Grok Imagine. All the part images and high poly meshes were done in AssetHub, selected Tripo 3.1 as the main model. After that I ran it through Hunyuan 3D for retopo + unwrap. Final assembly in Blender. Baked normals from high to low poly. End result: under 60K tris, 3 materials, 2K textures. Also Control Rig physics in Unreal Engine are insane. It finally validates in UEFN too, so of course I had to test it out.

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AssetHub retweetledi
ヒロ@3DCGキャラモデラー | HIRO JAPAN
アセットを分解してそれぞれ生成するワークフローだと確かにそれぞれのクオリティ維持ができそう ローモデルのトポロジーもAIだいぶ綺麗になってきたなぁ。
Jerome | InsaneUnreal@insaneUEFN

New clean 3D AI workflow Control Rig physics in UEFN! Been exploring some more hybrid AI workflows lately, and for 3D assets splitting the model into parts is kinda essential. This video shows my first test using @AssetHub_io, one of the cleanest ways i've used to keep the whole generation process organized. It auto-detected the pose in my main image and broke it down into parts, then generated images for each. From there I can just iterate on each piece separately and generate the 3D models in one workflow. AssetHub is still in closed beta atm, so let me know if you want to try it out. Main reference image came from Grok Imagine. All the part images and high poly meshes were done in AssetHub, selected Tripo 3.1 as the main model. After that I ran it through Hunyuan 3D for retopo + unwrap. Final assembly in Blender. Baked normals from high to low poly. End result: under 60K tris, 3 materials, 2K textures. Also Control Rig physics in Unreal Engine are insane. It finally validates in UEFN too, so of course I had to test it out.

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Jerome | InsaneUnreal
Jerome | InsaneUnreal@insaneUEFN·
New clean 3D AI workflow Control Rig physics in UEFN! Been exploring some more hybrid AI workflows lately, and for 3D assets splitting the model into parts is kinda essential. This video shows my first test using @AssetHub_io, one of the cleanest ways i've used to keep the whole generation process organized. It auto-detected the pose in my main image and broke it down into parts, then generated images for each. From there I can just iterate on each piece separately and generate the 3D models in one workflow. AssetHub is still in closed beta atm, so let me know if you want to try it out. Main reference image came from Grok Imagine. All the part images and high poly meshes were done in AssetHub, selected Tripo 3.1 as the main model. After that I ran it through Hunyuan 3D for retopo + unwrap. Final assembly in Blender. Baked normals from high to low poly. End result: under 60K tris, 3 materials, 2K textures. Also Control Rig physics in Unreal Engine are insane. It finally validates in UEFN too, so of course I had to test it out.
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AssetHub
AssetHub@assethub_io·
@virtualfilmer Hi, we have tools to project texture with Nanobanana :) (it's still projection based, but will update for entire Texture later )
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Toby VirtualFilmer
Toby VirtualFilmer@virtualfilmer·
Has anyone seen any tools that can take a 3D model (with/without UVs) and 'auto generate' textures based on a prompt? Here's an example, of a real 3D model, that I opened in Maya, screenshotted, prompted in Nano Banana Pro (to fill texture), then projected using Substance 3D Painter. Any tools that do this sort of thing, but... better? [Usual disclaimer: I'm interested in AI and testing basically all tools I can find. But I am also a massive AI skeptic, and wish progress on licensed dataset-trained models was moving faster. I'm hated on both "sides". Weeeee.]
Toby VirtualFilmer tweet mediaToby VirtualFilmer tweet media
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