YVALDIS
V · Production

Art pipeline (modeling by the agent in Blender)

Document 12 · 2 min read

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

  1. The agent sends Python to Blender (geometry through bmesh/bpy.data, materials through nodes, Geometry Nodes for what is procedural).
  2. 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.
  3. It renders a check image and the owner approves the style before mass production.
  4. 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.