So I built NativeBlend, a side project aimed at generating editable 3D assets that actually fit into a real workflow.
Key features:
- Semantic Part Segmentation: Outputs separate, meaningful components (e.g., wheels, doors), not just a single mesh blob.
- Native Blender Output: Generates clean, structured .blend files with proper hierarchies, editable PBR materials, and decent UVs — no FBX/GLB cleanup required.
The goal is to give devs a usable starting point for game assets without the usual AI slop. I have a working demo and would love feedback: Does this solve a real need, or am I just scratching my own itch?
Thanks for taking a look!