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Notes from building a 3D asset factory: what agentic pipelines actually need from a model library, why a model should be a program rather than a frozen mesh, and what we learn shipping 1,732 of them.

Four low-poly characters mid-animation on a pale background: a pirate captain in a red coat, a doctor in a lab coat, a police officer and an astronaut holding a helmet
notesAug 27, 202610 min read

Characters v2: our 3D characters are programs now, not meshes

One engine turns a config into a rigged low-poly humanoid. Garments name a station on the body and ask it for a cross-section, so a coat written once fits a child and an elder. Here is the rule that makes it work and the ones that had to be enforced by a gate.

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The same low-poly gantry arm rendered twice side by side on a viewport grid, from an identical camera: on the left its boom is folded in and high, on the right extended out and lower, each panel captioned with the reachTo() call that produced the pose
guideAug 12, 202611 min read

Inverse kinematics in three.js: legs that find the ground

A rigged model usually gives you hinges and a walk cycle that assumes a flat floor. We shipped a solver instead, free at /cdn/walk.mjs, and it holds a planted foot to zero millimetres on a slope.

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A low-poly woodland diorama: dozens of pine trees, boulders and rocks scattered over a procedurally generated height field, every tree a different height, taper and shade of green
analysisAug 11, 202610 min read

Hunyuan3D WorldClaw and the 3D asset supply problem

Tencent's new agentic pipeline plans a world, sculpts the terrain and scatters it with generated meshes. There is a library-shaped hole in the architecture, and that is the interesting part.

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A low-poly coastline: pale sand and a reef seabed under a flat blue sea on the left, green wooded hills with pine trees on the right, the two meeting in a soft band of sand and grass
releaseAug 11, 202611 min read

Terrain v1: every kit now ships a procedural ground generator

The first release of our terrain system. Every kit ships a generator with its own knobs, and terrain from two different kits joins with no seam, because the joining is arithmetic rather than coordination.

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The same low-poly one-person submarine rendered four ways: its own colours, sunk under eight metres of water, toon-shaded with a thin black outline, and flattened to unlit colour then pixelated to quarter resolution so it reads as a 2D sprite
guideAug 11, 202611 min read

Three.js shader looks, now live on every model

Palette, toon, outline, underwater, dither, pixelate and PS1 wobble, on any model in the catalogue and free to try. This is how each effect is built in Three.js, and which of them can end up in your .glb.

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