Nobody plans for the pass between a finished mesh and a shippable asset, and it is where the schedule goes: clean, retopologise, rebuild UVs, bake, texture, name, set pivots, export. These pieces treat that sequence as the subject rather than the footnote, because it is identical per asset and it is the part that scales badly across a batch of forty.
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 readAn AI map generator makes base colour, roughness, metallic and normal maps. Which generate well, which must be baked from geometry, and why.
7 min readJudging image to 3D for game assets means polycount, UVs, texel density, pivots and engine import, not the render. The checklist that matters.
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 readPhoto to 3D works far better with the right reference. The lighting, background, angle and lens choices that decide the result, and what to fix.
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 readText to 3D in one step is convenient and hard to direct. Generating an image first, then converting it, gives back the control that matters.
5 min readTripo vs Hunyuan 3D compared on the controls they expose, the shape of their outputs and how much of the pipeline each covers, without invented benchmarks.
6 min readLooking for the full set? The AI agent for Blender pillar collects every automation guide, and the blog carries the rest.