New 3D AI Workflow for Modular Game Characters
Running in-game in Unreal Engine!
For game-ready characters, generating the whole model in one shot doesn't cut it. You need modular parts. Head, torso, arms, armor, accessories: all as separate meshes so you can swap, iterate, and reuse.
This video shows a full pipeline using
@AssetHub_io to break a character concept into parts and generate each one separately. It auto-detected the pose, split it into parts, then generated reference images for each piece.
Concept image from Nano Banana 2. All part images and high poly meshes generated through AssetHub: Tripo 3.1 for most models, Hitem3D for a few specific parts.
After generation:
assembled in Blender
→ AI manual retopo
→ AI UV unwrapping in 3ds Max
→ AI texturing (Tripo / Hitem3D) rework in Substance Painter with normals, roughness, and micro-details.
All AI functions available on AssetHub.
Rigged in Blender, then brought into Unreal Engine with a dynamic cloth sim rig. What used to take weeks is now possible in a fraction of the time.
Drop a comment for any questions!