Model Lab
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- AlicenseCqualityBmaintenanceEnables AI agents to build game assets in Blender by modeling, lighting, rendering previews to inspect and correct, validating against engine budgets, and exporting to GLB/FBX.126MIT
- AlicenseNot gradedqualityCmaintenanceEnables game gun models to be given physically based surface finishes across material slots and wear levels, with wear baked once into vertex-colour masks for edges, handling, rubbing parts and dirt. It also validates finishes and wear against physical rules, renders look-dev variant sheets, and exports per-slot engine material parameters.1MIT
- AlicenseBqualityBmaintenanceEnables models to pose and measure first-person arms and a rifle in Blender, reporting positions in named frames, clearances, visibility, screen placement, and solving rifle moves against goals.171MIT
- AlicenseBqualityCmaintenanceEnables LLMs such as Claude to drive Blender through high-level tools for real-world-scale modeling, PBR texturing, lighting, rendering, rigging/animation, and UE5 game-asset baking and export. It also provides asset-library search, reference comparison, quality inspection, and import/export of common 3D file formats.58MIT
- AlicenseNot gradedqualityCmaintenanceEnables agents and Blender users to generate game-ready art through a set of Blender tools covering concept image generation, image-to-3D mesh creation, mesh cleanup, PBR material assignment, greybox level layout, camera pathing and still or sequence rendering. Every action runs headless Blender, returns machine-readable JSON with pass/fail self-checks such as triangle budget, scale, pivot and clearance, so agents can verify and fix each step unattended.MIT
- AlicenseNot gradedqualityDmaintenanceEnables AI-powered 3D content creation in Blender through natural language, including text-to-3D, image-to-3D, animation, rigging, rendering, and export.3MIT
TDQS
Scored across 10 tools
Most tools target clearly distinct resources/actions: list_platforms, list_presets, list_attachments, list_references, list_builds each return different data, and build_gun vs build_gun_clips vs compare_to_reference are distinct operations. The only mild overlap is between list_platforms (parameter names) and describe_params (parameter details), and list_presets also surfaces parameters, so boundaries are mostly but not perfectly crisp.
All ten tools follow a consistent snake_case verb_noun pattern (list_*, describe_params, build_gun, build_gun_clips, compare_to_reference, read_build). Verbs are used coherently across the set with no style mixing.
Ten tools is well-scoped for a gun build-and-verify pipeline: discovery (platforms, params, presets, attachments, references), generation (build_gun, build_gun_clips), verification (compare_to_reference), and inspection (list_builds, read_build). Each tool earns its place.
The surface covers the full build workflow: parameter discovery, building, animation clips, real-reference verification, and build inspection. Minor gaps exist, such as no tool to delete/manage builds or to list/inspect individual clips, but these are workable.