A Warpact developer describes an AI-assisted pipeline for producing low-poly 3D assets for a cross-platform real-time strategy game, where performance on constrained Android devices made high polygon counts unsuitable. The process begins with an image-generation model producing several concepts at once, followed by iterations that establish the design. The chosen concept is reduced to a single-color, shadowless silhouette so an image-to-3D system spends geometry on the overall shape rather than details that can be painted into textures. Using Hunyuan 3D’s low-poly generator with smart topology produced a mostly quad-based mesh of 2,552 triangles. An AI agent then cleaned the mesh in Blender, removing hidden faces, unnecessary chamfers and other unseen geometry; the staged cleanup reduced the asset to 791 triangles. The developer used Meshy to apply multi-view textures while preserving the mesh, then had an AI agent downscale and optimize the roughly 50 MB download, which used 8K textures. The resulting textured asset was used in Warpact, and the workflow combines Codex CLI, Hunyuan 3D, Blender, a custom AI editing interface and Meshy.
