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@Atlas3DAI

atlas.design/x

The AI production layer for the next generation of game studios.
Vienna Joined March 2020
118 Following 5.1K Followers 190 Posts

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Atlas Verified account @Atlas3DAI
From the Flux 3 character reference to a fully rigged character in Unreal Engine!

Generated the high-poly model with Tripo 3.1, then used the Blender Agent inside the workflow to bake it down to low poly. Atlas rigging tools handled the rig and animations. The fingers came out especially well!

Added cloth physics in Unreal Engine to give the generated cape mesh more movement.

Check out the full workflow in the comments.
1:13
47 replies 170 reposts 2K likes 144K views View on X
Atlas Verified account @Atlas3DAI
Draw your own terrain and turn it into an Unreal Engine landscape! 🎨

Landscape Creator in Atlas Labs lets you sketch directly in the tool, then generate a landscape and its maps from your drawing. In this example, we used Unreal MCP to import and build out the terrain.

It’s built on Atlas workflows with its own dedicated interface. Open it in Labs to explore a prepared example and try it yourself!
1:03
0 replies 3 reposts 18 likes 1.3K views View on X
Atlas Verified account @Atlas3DAI
Does Atlas have an MCP connection?

Yes, it does!

Run your Atlas workflows through your favorite AI tool. Describe what you want, and let it work with the nodes for you.

It also downloads and names the generated assets, taking care of those small manual steps between generations.

In this example, we used Flux 3 for the reference images, Tripo 3.1 for the cabin, and Tripo P2 for the supporting meshes.

Combine it with MCP connections for Blender and Unreal Engine, and you can bring asset generation, editing, and scene building into one workflow.
0:46
3 replies 3 reposts 55 likes 3.5K views View on X
Atlas Verified account @Atlas3DAI
We made a more detailed breakdown article: x.com/Atlas3DAI/stat…
Atlas Verified account @Atlas3DAI Oct 24
From the Flux 3 character reference to a fully rigged character in Unreal Engine!

Generated the high-poly model with Tripo 3.1, then used the Blender Agent inside the workflow to bake it down to low poly. Atlas rigging tools handled the rig and animations. The fingers came out especially well!

Added cloth physics in Unreal Engine to give the generated cape mesh more movement.

Check out the full workflow in the comments.
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