Art pipeline (modeling by the agent in Blender)
Decision: modeling is done by the agent (Claude/Hermes), which controls Blender through an MCP server. Blender 4.2 is already installed on the host PC (C:\Program Files\Blender Foundation\Blender 4.2).
How it works
- The agent sends Python to Blender (geometry through
bmesh/bpy.data, materials through nodes, Geometry Nodes for what is procedural). - It exports the asset (glTF/FBX) and validates the exported file: scale, pivot, triangle budget, UVs, materials. An asset only counts as done after this validation, not when Blender finishes without an error.
- It renders a check image and the owner approves the style before mass production.
- It imports into the engine and checks in a scene, by day and by night.
What the agent does well
- Modular architecture kits: half-timbered walls, stone, roofs, doors, windows, stairs, rope bridges. This is what matters most, because all buildings are enterable (see
10). - Scenery objects: barrels, wagons, stalls, furniture, fences, lanterns, profession tools.
- Procedural: test terrain, rocks, logs, vegetation through Geometry Nodes, automatic variations of the same building.
- Levels of detail (LOD) and impostors for the colossal trees.
What needs another path
| Type | Why it is hard for the agent | Proposed path |
|---|---|---|
| Characters and faces | Organic sculpting and topology for animation demand an eye and a lot of iteration | Licensed human base (MetaHuman, within the Unreal license) + clothes and armor modeled by the agent |
| First-person arms | They are the most-seen asset in the game (100% of the time) and, in VR, they become the player's hands | Licensed base + manual finishing; careful review |
| Animation | Needs motion capture or an animator | Licensed libraries for games and motion capture; in VR, the arms follow the controllers |
| Creatures | Anatomy and animation | Licensed bases, or a contracted artist for the bosses |
| Textures | Photographic ones need source material | CC0 libraries (Poly Haven, ambientCG) + procedural textures in Blender |
For the main assets, final quality may require a human artist or 3D generation tools, reviewed by hand. The plan starts with the agent doing everything modular and scenery, and measures where quality falls short.
Rules
- License of everything recorded (source, license, date) in a file in the assets repository. No AI video frames and no asset without a clear license, because the items can become NFTs and be sold.
- Budget per asset with VR in mind (90 fps in stereo): triangles, materials per object and texture size defined before producing, from Phase 1A. Two lighting profiles (full PC with Lumen; VR with precomputed lighting and simplified dynamic light); the art is made to read well in both (see
05). - The Blender MCP server executes code: it runs only on the host PC, bound to the local address, never exposed on the network.
Proof-of-concept asset list
See 06, Phase 1: a half-timbered and stone kit for ~10 enterable buildings, house, shop and tavern furniture, street and market objects, a garden, one enemy type, the first-person arms and the lantern.