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    <title>Mixar</title>
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    <description>Practical writing on AI in 3D: agents in Blender, image to 3D, texture generation, retopology, and where each of them stops working.</description>
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    <lastBuildDate>Sat, 01 Aug 2026 00:00:00 GMT</lastBuildDate>
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      <title>Auto rig in Blender: a skeleton on a selected mesh, in one step</title>
      <link>https://www.mixar.app/blender-agent/auto-rig</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/auto-rig</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>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.</description>
      <category>Rigging</category>
      <category>Blender</category>
      <category>Automation</category>
      <category>Workflow</category>
    </item>
    <item>
      <title>AI terrain in Blender: describe a landscape, get a procedural one</title>
      <link>https://www.mixar.app/blender-agent/terrain</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/terrain</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>AI 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.</description>
      <category>Terrain</category>
      <category>Blender</category>
      <category>Automation</category>
      <category>Workflow</category>
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    <item>
      <title>Looking for a 3D agent alternative? Decide on the architecture first</title>
      <link>https://www.mixar.app/compare/3d-agent</link>
      <guid isPermaLink="true">https://www.mixar.app/compare/3d-agent</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>A 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.</description>
      <category>Agents</category>
      <category>Comparison</category>
      <category>Blender</category>
    </item>
    <item>
      <title>AI map generator: which texture maps can be generated, and which must be baked</title>
      <link>https://www.mixar.app/blog/ai-map-generator</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/ai-map-generator</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>An AI map generator makes base colour, roughness, metallic and normal maps. Which generate well, which must be baked from geometry, and why.</description>
      <category>Texturing</category>
      <category>PBR</category>
      <category>Baking</category>
      <category>Workflow</category>
    </item>
    <item>
      <title>Image to 3D for game assets: the requirements a turntable never shows</title>
      <link>https://www.mixar.app/blog/best-image-to-3d-game-assets</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/best-image-to-3d-game-assets</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>Judging image to 3D for game assets means polycount, UVs, texel density, pivots and engine import, not the render. The checklist that matters.</description>
      <category>Image to 3D</category>
      <category>Pipeline</category>
      <category>Export</category>
      <category>Workflow</category>
    </item>
    <item>
      <title>Blender AI plugins: five categories, and what to check before installing one</title>
      <link>https://www.mixar.app/blog/blender-ai-plugins</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/blender-ai-plugins</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>Blender AI plugins fall into five categories with different failure modes. What each does, and the version, privacy and safety questions to ask.</description>
      <category>Blender</category>
      <category>Agents</category>
      <category>Automation</category>
      <category>Workflow</category>
    </item>
    <item>
      <title>Photo to 3D model: the result is decided before you upload anything</title>
      <link>https://www.mixar.app/blog/photo-to-3d-model</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/photo-to-3d-model</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>Photo to 3D works far better with the right reference. The lighting, background, angle and lens choices that decide the result, and what to fix.</description>
      <category>Image to 3D</category>
      <category>Photogrammetry</category>
      <category>Workflow</category>
    </item>
    <item>
      <title>Skybox AI: what a generated 360 environment is good for, and what it is not</title>
      <link>https://www.mixar.app/blog/skybox-ai</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/skybox-ai</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>Generated skyboxes are convincing backdrops and weak light sources. What equirectangular output needs, how to wire one into Blender, and the limits.</description>
      <category>Workflow</category>
      <category>Blender</category>
      <category>Pipeline</category>
    </item>
    <item>
      <title>Text to 3D, and why going through an image first gives you more control</title>
      <link>https://www.mixar.app/blog/text-to-3d</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/text-to-3d</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>Text to 3D in one step is convenient and hard to direct. Generating an image first, then converting it, gives back the control that matters.</description>
      <category>Image to 3D</category>
      <category>Workflow</category>
      <category>Pipeline</category>
    </item>
    <item>
      <title>Tripo vs Hunyuan 3D: what each one actually lets you control</title>
      <link>https://www.mixar.app/blog/tripo-vs-hunyuan</link>
      <guid isPermaLink="true">https://www.mixar.app/blog/tripo-vs-hunyuan</guid>
      <pubDate>Sat, 01 Aug 2026 00:00:00 GMT</pubDate>
      <description>Tripo 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.</description>
      <category>Image to 3D</category>
      <category>Comparison</category>
      <category>Workflow</category>
    </item>
    <item>
      <title>Blender batch export: the prep that stops assets breaking on import</title>
      <link>https://www.mixar.app/blender-agent/batch-export</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/batch-export</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>Blender batch export to FBX and glTF: the scale, axis, naming and material rules that stop assets breaking in Unreal, Unity and Godot.</description>
      <category>Export</category>
      <category>Blender</category>
      <category>Automation</category>
      <category>Pipeline</category>
    </item>
    <item>
      <title>AI UV unwrapping in Blender, and why seam placement is the hard part</title>
      <link>https://www.mixar.app/blender-agent/uv-unwrapping</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/uv-unwrapping</guid>
      <pubDate>Fri, 24 Jul 2026 00:00:00 GMT</pubDate>
      <description>AI UV unwrapping in Blender versus Smart UV Project and manual seams. Which method to use, how to check texel density, and where automation stops.</description>
      <category>UV</category>
      <category>Blender</category>
      <category>Automation</category>
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    <item>
      <title>Baking in Blender without the settings ritual</title>
      <link>https://www.mixar.app/blender-agent/baking</link>
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      <pubDate>Tue, 21 Jul 2026 00:00:00 GMT</pubDate>
      <description>Baking 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.</description>
      <category>Baking</category>
      <category>Blender</category>
      <category>Automation</category>
      <category>PBR</category>
    </item>
    <item>
      <title>Quad Remesher alternatives in Blender, and what you give up with each</title>
      <link>https://www.mixar.app/compare/quad-remesher</link>
      <guid isPermaLink="true">https://www.mixar.app/compare/quad-remesher</guid>
      <pubDate>Sun, 19 Jul 2026 00:00:00 GMT</pubDate>
      <description>Quad Remesher alternatives in Blender: QuadriFlow, Voxel Remesh, RetopoFlow and agent-driven retopology. What each costs and where each fits.</description>
      <category>Retopology</category>
      <category>Comparison</category>
      <category>Blender</category>
    </item>
    <item>
      <title>AI texture generator for Blender: getting PBR maps that survive a render</title>
      <link>https://www.mixar.app/blender-agent/pbr-textures</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/pbr-textures</guid>
      <pubDate>Sat, 18 Jul 2026 00:00:00 GMT</pubDate>
      <description>How an AI texture generator makes base colour, roughness, metallic and normal maps for Blender, and what separates a usable set from a flat one.</description>
      <category>Texturing</category>
      <category>PBR</category>
      <category>Blender</category>
      <category>Automation</category>
    </item>
    <item>
      <title>Mixar vs Blender MCP: two architectures for the same idea</title>
      <link>https://www.mixar.app/compare/mixar-vs-blender-mcp</link>
      <guid isPermaLink="true">https://www.mixar.app/compare/mixar-vs-blender-mcp</guid>
      <pubDate>Thu, 16 Jul 2026 00:00:00 GMT</pubDate>
      <description>Blender MCP versus Mixar, compared fairly: bridge or editor-native agent, scene awareness, cost per operation, setup, and which fits which job.</description>
      <category>Blender MCP</category>
      <category>Agents</category>
      <category>Comparison</category>
    </item>
    <item>
      <title>Blender MCP: what it is, how to set it up, and what it cannot reach</title>
      <link>https://www.mixar.app/blender-agent/blender-mcp-guide</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/blender-mcp-guide</guid>
      <pubDate>Wed, 15 Jul 2026 00:00:00 GMT</pubDate>
      <description>How Blender MCP works, how to install it, what it handles well, and the two hard limits an agent running inside the editor removes.</description>
      <category>Blender MCP</category>
      <category>Agents</category>
      <category>Blender</category>
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    <item>
      <title>Auto retopology in Blender, done in one step</title>
      <link>https://www.mixar.app/blender-agent/retopology</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/retopology</guid>
      <pubDate>Tue, 14 Jul 2026 00:00:00 GMT</pubDate>
      <description>Retopologise 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.</description>
      <category>Retopology</category>
      <category>Blender</category>
      <category>Automation</category>
    </item>
    <item>
      <title>Blender scene cleanup, and how to stop doing it by hand</title>
      <link>https://www.mixar.app/blender-agent/scene-cleanup</link>
      <guid isPermaLink="true">https://www.mixar.app/blender-agent/scene-cleanup</guid>
      <pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate>
      <description>A complete Blender scene cleanup checklist: n-gons, doubles, loose geometry, normals, transforms and orphan data, and how to run it as one brief.</description>
      <category>Scene cleanup</category>
      <category>Blender</category>
      <category>Automation</category>
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