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🗿 Mushishi 3D Stack

A local, open-source image/text → game-ready & print-ready 3D asset foundry on one RTX 5090: generation (TRELLIS.2 / Hunyuan3D / Direct3D-S2), a headless-Blender mesh-ops pipeline (clean → retopo → LOD → UV → bake → PBR), and an automated QA-gate wall that blocks plausible-but-broken geometry — the part that turns raw generation into a deliverable.

Companion to the creative stack (2D generation + editing) and the sovereign AI stack (the analysis brain). Same house pattern: containerised per service, VRAM-disciplined, benchmarked honestly.

The 3D foundry pipeline: a client image or text brief flows through local generation, a CPU mesh-ops chain, an automated QA-gate wall, and out to engine, print, e-commerce, and simulation delivery forks — all on one RTX 5090 under a use-then-flush-then-load VRAM discipline


How this was built (read this first)

I don't hand-write code. Every service, workflow, gate, and config in this stack was written by LLMs (Claude primarily) under my direction — one focused build session per phase, each working against a written spec with snapshot/verify gates. My work is everything around the code: architecture and model selection, the license-chain audit, the specs the LLMs execute against, debugging direction, verification, and day-2 operations. I have a B.E. in Computer Science — I read code fluently; I direct rather than write it. This repo is the documentation-and-showcase edition of that build: the architecture, the named workflows, the honest benchmarks, and the lessons from every fight it took — including an S4 hero-retopo failure that's still an open limitation, and a 1536³ zero-length-normals bug that a thumbnail would never reveal.


The value is after the mesh generates

Raw AI image-to-3D produces plausible geometry in seconds. Making that geometry clean, manifold, retopologised, UV-unwrapped, baked, format-compliant, and verified is the rest of the work — and it is where a deliverable is actually made. Silent plausible-but-broken geometry (non-manifold, overlapping UVs, an invented back the input never showed) is the #1 failure mode of AI 3D. This stack's differentiator is the QA-gate wall that catches it: 14 automated gates whose verdicts are written into the job manifest, where a fail blocks delivery.

The named workflows (the tiles)

Each tile is a small YAML definition — its stage chain + default QA profile — the 3D analogue of an importable ComfyUI workflow. All are in workflows/.

Tile Lane What it delivers
🏺 Potter C Production static prop — full game-ready delivery, any budget 50–20k
⚔️ Swordsmith C / Q Hero prop — Unreal Nanite lane + 4K PBR
🖨️ Moldmaker C Watertight, mm-scaled STL/3MF + sliced gcode + printability report
🛒 Shopkeeper C Per-SKU photo→3D with marketplace spec-compliance report, batched
🧍 Golem Q / C Rigged character — UniRig auto-rig + human deform gate
🏗️ Simwright C SimReady USD object (physics + collision + semantics) for Isaac Sim
🗿 Stonecut · 🧭 Compass · 🧩 Partwright · 🥇 Gilder · 🎨 Glazier · 🔁 Turnwright mixed draft · turnaround-builder · kitbash · Lane-Q quality · re-texture · 3D→2D control

Full stage-by-stage detail, the QA-gate table, and per-tile turnaround classes: docs/pipeline.md.

The interesting engineering

Two license lanes, chosen at intake. Lane C (commercial-safe, default) is all-MIT/Apache: TRELLIS.2 + the mesh toolchain, cleared for any client in any territory. Lane Q (best-quality) uses the Tencent Hunyuan3D family, gated by territory and MAU. The headline license is not the whole story — the primary generator is MIT but silently pulls in a gated conditioner (DINOv3 — verified commercial-OK worldwide) and a non-commercial background remover (RMBG-2.0 — quarantined). The full chain is in LICENSE.

The QA-gate wall. 14 gates, one per stage: manifold, retopo quality, LOD Hausdorff, UV overlap, PBR sanity, glTF validity, marketplace-spec compliance, SimReady compliance, and a back-fidelity gate (G14) that renders the mesh at each reference azimuth and scores it against the real/synthetic view — the objective "did it invent the back?" check no single-image pipeline can fake. Representative implementations are in gates/.

VRAM discipline on 32GB. One heavy GPU tenant at a time via use → flush → load; mesh-ops is CPU-only except OptiX bakes, so the pipeline's parallelism lives on the CPU side while generation serialises. Calibrated envelopes: TRELLIS.2 4.6 / 14.8 / 30.6 GB at 512³ / 1024³ / 1536³; a hero-res 1536³ mesh fits on 32GB with ~1.4 GB margin.

The manifest is the contract. Every stage reads and writes one manifest.json (schema in schemas/); stages are idempotent and any stage can be re-run alone.

Honest status

Being measured, not assumed. The pipeline produces engine-ready and print-ready output end-to-end, and the SimReady conversion pack passed 16/16 with zero validator errors. But the benchmarks ship with the failures in them: two hero jobs parked at S4 retopo because classical quad retopo can't hit an exact face budget and segfaults on ~24k-pole meshes (open limitation, documented here); a partial aesthetic quality panel (B3) is now published — a three-engine render comparison of real TRELLIS.2 / Direct3D-S2 / Hunyuan3D hero meshes under one identical studio rig — but it is labelled honestly as not yet the settled identical-input run (the D3-S2 and Hunyuan legs share geometry and used a different input than TRELLIS.2), so the full same-input B3 and the engine-ingestion bench (B4) both stay pending. The coverage map states exactly what's measured vs built-but-unmeasured vs defined-not-built.

See the output

The ⚔️ Swordsmith hero — a real TRELLIS.2-generated, retopologised, UV-baked, 4K-PBR-textured helmet — on a 36-frame studio turntable rendered by the pipeline's own headless-Blender rig (3-point key/fill/rim so the metal reads as metal, not a flat-grey blob):

Swordsmith hero helmet turntable — a real TRELLIS.2-generated gold-and-silver filigree crested helmet rotating 360° under a neutral 3-point studio rig, showing the front, sides, and the generated back

Real renders from the stack. Grey-clay renders are pipeline QA thumbnails; images marked (input ref) are the reference render that fed a tile whose own beauty render isn't published here yet.

Swordsmith hero-asset input reference — ornate filigree helmet Moldmaker print-lane QA render — grey-clay ornate vessel Golem character QA render — grey-clay A-pose figure

Tile Sample What it is
⚔️ Swordsmith helmet hero-asset input ref (the S2@1536³ hero-res input)
🖨️ Moldmaker vessel print-lane QA turntable render (grey clay)
🛒 Shopkeeper SKU mug e-commerce SKU render (G14 back-fidelity front view)
🧍 Golem character rigged-character QA render (A-pose, rig-gate set)
🏺 Potter prop (input ref) production-prop input (job parked at S4 — see benchmarks)
🏗️ Simwright industrial (input ref) SimReady/industrial-asset input ref

Repo layout

docs/          pipeline stages + QA gates · lessons-learned · architecture SVG
workflows/     the named tiles as YAML workflow definitions
gates/         representative QA-gate implementations (G1, G8, G14, gate library)
stages/        representative mesh-ops stage scripts (S3 clean, S4 retopo)
schemas/       the job-manifest schema (the stage-to-stage contract)
benchmarks/    honest measured tables (B1/B2/G13) + coverage map + sample renders

This is a documentation and showcase repo, like the creative-stack repo — curated representative code, not a full orchestrator dump.

Hardware: RTX 5090 32GB · Ryzen 9 9900X3D · 128GB DDR5 · Ubuntu 24.04 · CUDA 13.2 host / cu128 containers.

License

MIT for the glue code, tile definitions, gates, and docs in this repo. Model weights and tools carry their own licenses — the stack deliberately runs an all-MIT/Apache commercial-safe lane by default, with a license-gated best-quality lane. The full dependency license chain — including the DINOv3 (commercial-OK, gated) and RMBG-2.0 (non-commercial, quarantined) findings and the Tencent territory caveat — is in LICENSE.

About

Local image/text -> game-ready & print-ready 3D asset foundry on one RTX 5090: TRELLIS.2/Hunyuan3D generation, headless-Blender mesh-ops, and an automated QA-gate wall. Documentation/showcase edition.

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