Finish Start first. This pipeline makes more sense once your environment is actually set up.
All Systems Red — 3D Asset Pipeline
Concept art to an accepted in-game asset. The top lane is what Guanacito does by hand today. Each lane below it is an automation alternative for the same stages, with links to the services. Snapshot as of 2026-09-21; nothing below is set up yet, and every automation option is a candidate to test, not a decision.
Click any box or labelled arrow for what it is, how it's used, and links to the service. Tab and Enter work too; Esc closes.
1 · From concept to a playable asset
2 · Which lane for which asset — starting hypotheses to test
| Asset type | Try first | Why, and the caveat |
|---|---|---|
| Environment piecesvent forests, chimneys, crust organisms, bloom mats | Image → 3D service, light manual cleanup | Static, so no rig is needed. Check silhouette and topology against the concept. |
| Pod parts and props | Test both: a service versus hand-modelled | Hard-surface shapes may need clean edges. How well the services handle them is not verified. |
| Ground creaturesarthropodoids | Hybrid: service base mesh, manual retopo and rig, procedural leg IK | Auto-rig templates cover humanoid and four-legged bodies. Smart Rig (beta) claims multi-limbed characters but is untested for this. |
| Aerial creaturesfloaters, gliders, sky whales | Hybrid; test Smart Rig | No standard template for wings or membranes. Mostly seen as silhouettes in flashes, so shape matters more than surface detail. |
| Any humanoid figure | Mixamo or AccuRIG | Free auto-rig and motion libraries, but only if the design is actually bipedal. |
3 · Services and what I could check
| Service | What it automates | Terms, as checked | Link |
|---|---|---|---|
| Meshy | Image → 3D (mesh, UVs, PBR), remesh, auto-rig (Humanoid, Quadruped Dog, Smart Rig beta), 600+ animation presets, official Unity plugin | Free: 100 credits/month, models CC BY 4.0 (commercial use with credit). Pro: 1,000 credits/month, you own the assets.from Meshy's pricing and Unity pages | meshy.ai |
| Tripo | Image → 3D, Smart Mesh, AI texturing, retopology, auto-rigging and animation; a bridge to Blender, 3ds Max, Unity, Unreal, Maya, Godot and ZBrush | Free: 200 credits/month (about 13 models), public models, non-commercial use. Pro: $20/month billed annually, 3,000 credits (about 200 models), private models and commercial use. Max: $90/month billed annually, 25,000 credits.from Tripo's pricing page (checked directly) | tripo3d.ai |
| Rodin (Hyper3D) | Image → 3D with UVs and PBR textures; API | Generate free and pay only for results you confirm (direct credits $1.5 each). Creator: $30/month ($24 billed yearly). Business: $120/month ($96 billed yearly). The page says paid plans include "broader export and usage rights" but doesn't spell out a commercial license for Rodin assets, so read its Terms of Use before shipping anything.from Hyper3D's pricing page (checked directly) | hyper3d.ai |
| Hunyuan3D 2.1 | Image → 3D, self-hosted | License does not apply in the EU, UK or South Korea; outputs can't be used to train other AI models; a separate license is needed above 1M monthly users. Needs a large GPU.from Tencent's LICENSE file | github.com |
| TRELLIS.2 | Image → 3D with PBR GLB output, self-hosted | MIT license. Requires an NVIDIA GPU with at least 24 GB.from Microsoft's README | github.com |
| Mixamo | Auto-rig and animation library | Free with an Adobe account. Bipedal humanoids only.Adobe FAQ and third-party reports | mixamo.com |
| AccuRIG (Reallusion) | Auto-rig for humanoids, including fantastical ones; ActorCore motion library | Free.Reallusion's site and CG Channel coverage | actorcore.reallusion.com |
| Blender | Manual modelling, retopology, UVs and rigging; scriptable, including headless | Free and open source. | blender.org |
| Blender MCP (community) | Lets Claude drive Blender; can also fetch from Poly Haven and Sketchfab and generate with Hyper3D Rodin or Hunyuan3D | MIT. Its Python-execution tool runs arbitrary code and the local socket has no authentication.from the project's README | github.com |
| Unity Animation Rigging | IK and aim constraints, the basis for procedural leg animation | Package version 1.3.1 lists compatibility with 2023.2 and later.from Unity's docs | docs.unity3d.com |
| Unity glTFast | Import of GLB and glTF into Unity | Registers as the default importer for .gltf and .glb.from Unity's docs | docs.unity3d.com |
What to do first
- Agree a hand-off format with Guanacito: a turnaround sheet (front, side, back) on a plain background for each asset meant for generation.
- Start the provenance log before generating anything, since rights depend on the plan tier.
- Run a small test after Unity is installed: three concepts (one creature, one environment piece, one pod piece) through two hosted tools, judged in URP under a single hard light. Compare the effort against hand-modelling.
- Test the one risky rig: put one arthropod through Meshy's Smart Rig (beta) and Tripo's rigging before assuming either way.
Hand-drawn snapshot; tools, prices and terms change, so check the vendor's page before paying. Sources are noted per row. Blender's manual page blocks automated fetching, so that one link is unchecked. Kept as a local file in the repo per the project rule.