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Modular Character Asset Generator

A free, open-source UE5 plugin that generates rigged, modular game characters from concept art images — locally, privately, and with a self-improving pipeline.

License: MIT UE5 Version Platform Status


What It Does

Drop a concept art image into the UE5 Editor. Get back a fully rigged, UV-unwrapped, textured modular skeletal mesh — with separate swappable assets for hair, clothing, armor, weapons, and accessories — ready to animate.

Concept art image
      ↓
Auto-segmentation (hair / shirt / armor / boots / weapon...)
      ↓
Per-part 2D → 3D reconstruction (runs fully locally)
      ↓
Mesh cleanup + UV unwrap + texture projection
      ↓
Fitted to base body skeleton + skinning weights
      ↓
UE5 Modular Skeletal Mesh assets in your Content Browser

Key Features

  • Fully local pipeline — no cloud service required, no meshes or images ever leave your machine
  • Your own API key — optionally use your own Claude/GPT-4V key for AI quality feedback; you control the cost
  • Self-improving — the pipeline learns from corrections over time, reducing AI API calls toward zero
  • Crowdsourced intelligence — opt-in to share anonymised correction patterns globally; everyone's pipeline improves
  • Modular output — each component (hair, boots, sword...) is a separate UE5 Skeletal Mesh sharing one master skeleton
  • Component library — browse, mix, and reuse all previously generated parts inside the Editor
  • Free & open source — MIT license, always

Repository Structure

CharacterAssetGenerator/
├── README.md
├── CONTRIBUTING.md
├── PRIVACY.md
├── LICENSE
│
├── docs/
│   ├── architecture.md          ← Full pipeline architecture
│   ├── implementation_plan.md   ← 7-phase build roadmap
│   ├── acceptance_criteria.md   ← Pass/fail criteria for every task
│   └── privacy_policy.md        ← Exactly what data is shared and when
│
├── src/
│   ├── core/                    ← Core C++ library (image, IPC, DB)
│   ├── ml/                      ← ONNX inference wrappers
│   ├── mesh/                    ← Mesh processing (cleanup, UV, fitting)
│   ├── export/                  ← FBX/glTF export layer
│   ├── server/                  ← Global sync client
│   └── ue5_plugin/              ← UE5 Editor plugin (Slate UI, build targets)
│
├── python_sidecar/              ← Python ML sidecar (TripoSR, SF3D, SAM2)
│
├── server/                      ← Global aggregation server (Rust/Go)
│
├── training/                    ← Tier 2 classifier training pipeline (PyTorch)
│
└── tests/
    ├── unit/                    ← Per-module unit tests
    ├── integration/             ← Pipeline integration tests
    └── test_assets/             ← Reference images and meshes for CI

Prerequisites

Requirement Version
Unreal Engine 5.3 or later
CMake 3.26+
Visual Studio 2022 (Windows)
Python 3.11+
CUDA (optional) 11.8+ for GPU acceleration
vcpkg latest

Quick Start

# 1. Clone the repo
git clone https://github.com/YOUR_USERNAME/CharacterAssetGenerator.git
cd CharacterAssetGenerator

# 2. Install C++ dependencies
vcpkg install

# 3. Install Python sidecar dependencies
cd python_sidecar
pip install -r requirements.txt

# 4. Build
cmake -B build -DCMAKE_TOOLCHAIN_FILE=[vcpkg root]/scripts/buildsystems/vcpkg.cmake
cmake --build build --config Release

# 5. Install plugin into UE5 project
# Copy build/ue5_plugin/ into your UE5 project's Plugins/ folder
# Enable the plugin in Edit → Plugins → Character Asset Generator

Full setup guide: docs/setup.md (coming soon)


Privacy

Nothing sensitive ever leaves your machine.

What stays local: your images, generated meshes, API key, and identity.
What is optionally shared (opt-in, disabled by default): anonymised correction patterns — quality scores and settings that worked, with no geometry or imagery attached.

Full details: PRIVACY.md


Contributing

See CONTRIBUTING.md for how to:

  • Run the test suite
  • Add a new fix type to the self-improvement engine
  • Add a new component category
  • Retrain the local quality classifier

Roadmap

See docs/implementation_plan.md for the full 7-phase, 20-week build plan with acceptance criteria per task.


License

MIT — see LICENSE

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