โ† Apps

Creature asset pipeline

A local workflow for generating and reviewing creature meshes.

This workflow starts with a sketch and an asset specification, then produces creature meshes for inspection in Blender and Unreal. It combines generation, background handling, mesh preparation, rigging experiments, and export scripts.

The drawing and specification remain the reference for each iteration. A generated mesh is an intermediate asset: anatomy, deformation, and behavior in the target engine still need review.

Work in the pipeline

The workspace includes resumable jobs, separate model environments, and alternative generation paths. Successful reruns can produce new variants without overwriting earlier outputs. Blender provides an inspection and export step between generation and engine use.

Related procedural Blender work covers bows and arrows, including geometry passes, rigging, animation, and export. Those scripts are separate asset experiments rather than a general creature-generation system.

The practical question is how much of the repetitive preparation can be handled locally while keeping the resulting geometry editable and the remaining manual work visible.