Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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Create or apply material maps and bake a textured high-poly mesh onto a game mesh, with channel, UV and export checks.
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See how to installReview the instructions the agent will receive before you install.
Identify the requested operation: generate material maps, retexture an existing mesh, or optimize a textured high-poly for a game. These are different tasks. Keep supplied geometry when only a material change was requested.
For fal material generation, discover the current Patina/material endpoint and read its schema using the fal module. The chosen material should be evaluated on the intended surface, not only as a preview tile. For mesh retexturing, inspect the chosen service's geometry/UV inputs separately.
For a high-to-low workflow:
Example: a textured brass prop reduced for a distant game camera. Acceptance requires the same readable silhouette and a clean material at the gameplay distance; a smaller file alone is not sufficient. Preserve the source mesh. Dependencies: Blender or the chosen bake tool, supplied geometry/materials, and a provider account only for a requested remote generation.
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Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
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Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.
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Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client. Use for fal model discovery, reference uploads, generation, recovery and local delivery.
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Prepare a precise handoff for an agent or developer implementing a feature, continuing a task or reviewing a finished change.
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Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
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