Claude Opus 5.5 builds a full Blender asset pipeline in 90 minutes from a text brief
FreshnessAi · reddit · 2026-10-12
A developer used Claude Code with Opus 5.5 (effort: high) to build a complete Blender game-asset pipeline in 90 minutes from a text-only design brief — no reference images.
Setup
- Blender 5.2 on a base M3 Mac, driven via the Blender MCP add-on; full builds run headless in the background.
- The brief pinned constraints upfront: color palette with hex codes, time-of-day lighting, triangle budgets, material rules, naming conventions — the author credits these constraints for short prompts working well.
What it produced
- A 1,600-line shared bpy library (boxes, lathes, sweeps, umbrella canopies, scalloped awning trim, string lights, bevel helpers).
- A 64-color palette where each color maps to one of 17 material types (raw wood, painted wood, cardboard, fabric, fruit skin, metal); a procedural system adds grain, weave, fibers, edge wear, then Cycles bakes 2K BaseColor/Normal/ORM per asset.
- Pre-bake audits for open edges, non-manifold geometry, flipped faces, loose vertices, zero-area faces, duplicate verts, UV overflow/overlap, unassigned magenta faces, and triangle budget — refusing to bake on failure.
- Unity handoff via FBX/GLB/.blend plus a JSON report; moving parts kept separate with hinge pivots (folding table legs, swaying sign, shutter that doubles as awning and closes at night), umbrella with a closed shape key, vertex-color masks for wind/team color/night glow.
- Auto-generated previews for morning/noon/evening/night, a top-down game camera view, and a grayscale value check.
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