Rapid production program for gaming assets
The following workflows are recommended for game development pipeline requirements:
- Batch generation phase
- 1. Establishment of a stylized reference library (medieval/sci-fi, etc.)
2. Batch generation of base models using the -batch parameter
3. Maintaining uniformity of art styles through the -style_transfer parameter - Engine Adaptation Optimization
- Installing the MeshSimplifier plugin in Unity to keep the number of faces under 5000
- Automatic generation of PBR material maps using Substance Painter
- Enhanced contouring with HLSL shaders
- Special Function Implementation
Utilizing combinatorial latent space properties:- Weapon parts can be dynamically combined (hilt + blade)
- Architectural Modular Splicing
- Character Equipment Slot System
Measurements show that compared with traditional modeling can shorten the props production time by 70%. It is recommended to cooperate with ProBuilder for the final scene layout, pay attention to keep the UV unfolding reasonable.
This answer comes from the articlePartCrafter: Generating Editable 3D Part Models from a Single ImageThe































