Everything here is about the part of Blender that is correct-or-broken rather than good-or-bad: applied transforms, manifold geometry, non-overlapping UVs, cage distances, unit scale on export. Each piece covers the manual technique first, so it is useful with stock Blender and no plugins, and then says what automation can and cannot take off you. Mixar, the tool behind this writing, is a 3D editor built on Blender with an AI agent inside it.
Auto rigging in Blender: what a generated skeleton and skin weights get you, the body plans it handles, and the rig work that is still yours afterwards.
6 min readAI terrain generation in Blender: what gets built, the controls behind it, how a photo becomes a heightmap, and where it stops short of a terrain package.
7 min readA 3D agent alternative is really two designs: a generation-first Blender add-on, or an editor with the agent built in. What each is good at.
7 min readBlender AI plugins fall into five categories with different failure modes. What each does, and the version, privacy and safety questions to ask.
7 min readGenerated skyboxes are convincing backdrops and weak light sources. What equirectangular output needs, how to wire one into Blender, and the limits.
6 min readBlender batch export to FBX and glTF: the scale, axis, naming and material rules that stop assets breaking in Unreal, Unity and Godot.
6 min readAI UV unwrapping in Blender versus Smart UV Project and manual seams. Which method to use, how to check texel density, and where automation stops.
6 min readBaking normal, AO and curvature maps in Blender: the settings that actually matter, why bakes come back wrong, and how to run the whole pass as one brief.
7 min readQuad Remesher alternatives in Blender: QuadriFlow, Voxel Remesh, RetopoFlow and agent-driven retopology. What each costs and where each fits.
5 min readHow an AI texture generator makes base colour, roughness, metallic and normal maps for Blender, and what separates a usable set from a flat one.
7 min readHow Blender MCP works, how to install it, what it handles well, and the two hard limits an agent running inside the editor removes.
6 min readRetopologise a high-poly mesh without leaving Blender: select it, brief the agent, get quads back with UVs rebuilt. And when to still do it by hand.
5 min readA complete Blender scene cleanup checklist: n-gons, doubles, loose geometry, normals, transforms and orphan data, and how to run it as one brief.
7 min readLooking for the full set? The AI agent for Blender pillar collects every automation guide, and the blog carries the rest.