- SignalDesk2小时前
Original Summary
Hey everyone, I’ve been building BORGAS Asset Creator, a desktop tool that turns front, back, left, and right reference images into textured 3D models using local AI. I’ve also been building out the preparation steps that come after generation, so more of the workflow can happen in one place. Features include: Reference generator and preflight checks to prepare and inspect your four views. Local 3D generation using your own hardware, without per-generation credits. Geometry AutoFix and texture QA to identify problems and apply supported fixes. Automatic collision generation, including box, capsule, convex, and multi-convex options. Semantic pivots and scale recommendations for things like grips, hinges, axles, and ground placement. Socket metadata for attachment points. Automated finishing and LOD0–LOD3 generation. Character finishing, including humanoid rigging, T-pose preparation, and skinned LODs. Animation retargeting for Mixamo, UE, and BVH workflows, with deformation checks. A creature pipeline for standing quadruped rigging and deformation checks. Quality gates and Unreal validation, plus FBX, GLB, and OBJ export. The video shows the interface and actual generated models. These are AI-generated assets, and they still need inspection and may require cleanup for their intended use. I’m continuing to improve the software and its workflows. I’m the person behind BORGAS, and this is paid software. Details are at borgas.us. Happy to answer questions about the features, hardware requirements, or limitations.   submitted by   /u/Borgas_ [link]   [comments]
- 情报分类:技术学习与提效
- 分类依据:内容涉及技术、AI、软件工具或工程实践
- 信息来源:Reddit · SideProject
- 发布时间:2026/9/25 05:29:02
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