New 3D AI Workflow for Modular Game Characters
Running in-game in Unreal Engine!
For game-ready characters, generating the whole model in one shot doesn't cut it. You need modular parts. Head, torso, arms, armor, accessories: all as separate meshes so you can swap, iterate, and reuse.
This video shows a full pipeline using @AssetHub_io to break a character concept into parts and generate each one separately. It auto-detected the pose, split it into parts, then generated reference images for each piece.
Concept image from Nano Banana 2. All part images and high poly meshes generated through AssetHub: Tripo 3.1 for most models, Hitem3D for a few specific parts.
After generation:
assembled in Blender
→ AI + manual retopo
→ AI UV + unwrapping in 3ds Max
→ AI texturing (Tripo / Hitem3D) + rework in Substance Painter with normals, roughness, and micro-details.
All AI functions available on AssetHub.
Rigged in Blender, then brought into Unreal Engine with a dynamic cloth sim rig. What used to take weeks is now possible in a fraction of the time.
Drop a comment for any questions!
@virtualfilmer just got an answer!
tripo is great for generating assets for games but when it come to detailed object that contain small details then hi3d is better. this case,i believe we used hitem for pendent and shoulder guard for fine details
nooo not at all!!! really appreciate your request so that we know what's demanded and not. would love you keep giving us ideas and reuqests!!! and yes we're super super great to hear that you liked the tool! early believer such as you shapes what we will become so thank you so much for everything!!!!