The shortest path to assembling small mesh parts, texturing them with 2D images,
and producing both a GLB and an HD-2D image from the same model.
The sample is model_asset_c1.ppl in this folder.
The basic graph
Model Box -> Model Transform --+
+-> Model Group -> Model Set Material -> Model GLB Export
Model Box -> Model Transform --+ |
+-> Model Render -> Surface post-processing
2D Image -> PBR Material -------------------------------> Model Set Material
- Create parts one at a time with
model_boxand friends. Generator nodes output a Model and a Texture Layout together. - Set position, rotation, and size with
model_transform. The 3D stage gizmo writes back to the same values. - Bundle the parts into one Model document with
model_group. Overlapping parts are fine. - Build images with ordinary 2D nodes and declare their roles with
pbr_material. - Assign materials with
model_set_material, to the whole model or to regions liketop/side/cap. - Check the 3D stage, then set the destination and Save Mode on
model_gltf_export.
Fitting textures to faces
Connect a generator's Texture Layout to model_texture_layout.
- Guide: UV island borders — an underlay to draw on top of
- Region Map: face regions as a color-coded mask
- Recommended width/height: the image size that satisfies the texel density
Run the finished image through texture_layout_dilate before wiring it into the
PBR material. A gutter of 1px or more suppresses color bleeding at mipmap and
atlas boundaries. model_texel_density_check measures effective density per
triangle and reports faces outside the target range.
One model, both GLB and pixel art
- 3D game asset:
model_gltf_export - HD-2D asset:
model_render→ Surface shading / outline / palette processing
model_render's normal output is a screen-space map for post-processing — it is
not the tangent-space normal you would put on a GLB.
Batch production
Promote dimensions, colors, and camera angles as usual and swap them with
Variant Snapshot / Variant Range. Use Batch Render to lay out image sets. For
GLBs, vary the destination per variant and evaluate. Models share mesh/material
data via Arc, so model_array and grouping never deep-copy image or vertex data.
What this lane does not do
- Boolean holes, mesh booleans, vertex welding
- Hand-editing vertices, edges, or faces
- Hand-editing UV islands
- Skinning or weight painting
Shapes that need holes or smooth fusion belong in the Solid lane — build them there and capture them as pixel art.