Bingeljell's Asset Furnace
Image or prompt in. Game-ready 3D out. Generate, finish and export on your own machine.
The projects are live, you can visit them by clicking the link below. I'll be adding more details to this page over time.
VISIT PROJECT ↗
From a picture to something you can play with
Bingeljell’s Asset Furnace is my Image to 3D Lab: a local workshop for turning a character sketch, object photo or generated image into a textured 3D asset. It grew out of building creatures for Worklings, and wanting to do more of that work on Apple Silicon.
Bring your own image, or generate one from a prompt. Pick a backend, inspect the result in the browser, then finish it for your game. The same tools are available through a CLI.
What’s in the furnace
- Local generation. Pixal3D, TRELLIS.2, Hunyuan3D and Stable Fast 3D, with routes for Apple Silicon and NVIDIA depending on the backend.
- Lighter models. Retopology reduces dense generated meshes; texture compression makes the finished files easier to use.
- Pixel Match. Copies visible pixels from the source image back onto the model to preserve details like faces, text and logos. Currently automatic for Pixal3D results made in the lab.
- Prop sheets. Turn a grid of props into separate, named assets with levels of detail.
- A path into animation. Blender helpers for staging, rigging and preparing your creatures for motion.
- Provenance alongside the asset. Results carry records of settings and component licences so you can check the terms for your intended use.
Meet the Clockwork Pangolin
The brass, wind-up creature on the homepage is a real model from this workflow. Its idle animation comes from Worklings, along with the breathing blue energy beneath its armor plates. The website version uses the game’s 20,000-triangle mesh, smaller textures, and just the idle clip.
The project is moving quickly. For the current setup instructions, backend requirements and releases, head to Image to 3D Lab on GitHub.