Root Cause Identified & Solved:
The previous session's failure was not an inability of the AI model to generate 3D. In the raw output, the character was oriented with Y as height and Z as front. The previous preview script rendered from +Z down the spine assuming Z was height, misinterpreting the top-down cross-section as "broken shards". Furthermore, feeding flat 2D orthographic sheet crops into Trellis collapsed depth. By extracting the clean 3D-perspective reference, properly establishing world axes, cleaning plinths/islands, and skinning to a canonical humanoid armature with animated NLA clips, the full game-ready asset was successfully produced.
Asset Renders & Animations
Three-Quarter PerspectiveVolumetric coat, standing collar, epaulettes, and energy saber.Front View (1.85m)Regal waistcoat, tie, belt buckle, boots, and glasses.Side ProfileClear sagittal depth, chest curvature, coat drapes, and sword angle.Back ViewGrand draped cape with shoulder epaulette accents.Walk Cycle PreviewSkeletal deformation and stride playback (30 fps loop).Original Concept SheetDesign reference for materials, equipment, and proportions.
Asset Specifications
Parameter
Value
Notes
Polygon Count
21,999 Triangles
Well within real-time budget (target ≤ 25,000)
Dimensions
1.38m × 2.43m × 1.85m
Standard human scale (1.85m height, sword sweep in depth)