8 body types (slim, average, stocky, tall_lean, short_stout, athletic, heavyset, petite) × male/female. Style-anchored concept images fed through Trellis and Blender postprocess. Adds body_showcase scene with grid display, highlight controls (1-8), and toon shader with cull_disabled for Trellis mesh normals. Finding: Trellis works well for props but produces rough character meshes — characters will likely need composite body parts approach. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
3D Pipeline Spike
Proof of concept for the Trellis image-to-3D asset pipeline with runtime recoloring in Godot 4.6.
What This Proves
- Trellis generates usable 3D assets from 2D concept art (via /image-gen)
- Blender post-processing normalizes scale, centers models, generates recolor masks, and adjusts materials for toon rendering
- Godot renders textured GLBs with embedded textures when
gltf/embedded_image_handling=3(embed uncompressed) is set - Luminance-preserving recoloring via shader + mask sidecar: tint the dominant color region while keeping texture detail (shadows, highlights, edges)
Pipeline
concept.png ──→ Trellis ──→ raw.glb ──→ Blender postprocess ──→ model.glb + mask.png
│
Godot import
(embedded textures)
│
toon_masked.gdshader
(texture + mask + tint)
Key Findings
GLB Import Settings (Critical)
Godot's GLTF importer gltf/embedded_image_handling values:
| Value | Mode | Result |
|---|---|---|
| 0 | Discard textures | Models render without any texture |
| 1 | Extract textures | Silently fails — materials get null texture refs |
| 2 | Embed as Basis Universal | Compressed, may lose quality |
| 3 | Embed uncompressed | Works correctly — textures preserved in .scn |
Always use value 3 for Trellis-generated GLBs. Set in project.godot under
[gltf] so new imports pick it up automatically.
Recolor Shader
The toon_masked.gdshader uses luminance-preserving blending:
float luma = dot(original.rgb, vec3(0.299, 0.587, 0.114));
vec3 tinted = tint_color.rgb * (luma * 1.5 + 0.2);
vec3 base = mix(original.rgb, tinted, mask);
- Where
mask = 0(black): original Trellis texture preserved - Where
mask = 1(white): tint color applied, scaled by original luminance - This keeps shadows, highlights, and detail lines even in recolored regions
The mask default is hint_default_black (replace nothing when no mask loaded).
Toon Shadow
Gentle 15% darkening with smoothstep transition — not the harsh binary
shadow/lit split. This preserves texture readability at isometric camera angles
where many faces would otherwise be fully in shadow.
Alpha / See-Through Fix
Trellis texture atlases sometimes have alpha artifacts at UV seams. The shader does NOT output ALPHA — all models render fully opaque. If transparency is needed for specific assets (glass, holograms), use a separate shader variant.
Running
cd spikes/3dpipeline
godot --headless --import # first time only — generates .godot/imported/
godot --path . # run the spike
Controls
| Key | Action |
|---|---|
| WASD | Pan camera (screen-aligned) |
| Mouse wheel | Zoom in/out |
| T | Cycle camera angle (top-down / 45 iso / 30 dramatic) |
| R | Randomize character colors |
Files
project.godot # Minimal Godot project config
scenes/spike_3d.tscn # Main scene (Camera3D + script)
scripts/spike/spike_main.gd # Camera, model loading, shader application
shaders/spike/toon_masked.gdshader # Texture + recolor mask + toon shadow
shaders/spike/toon.gdshader # Flat color toon (characters)
shaders/spike/outline.gdshader # Inverted hull outline (not used yet)
models/furniture/*.glb + *_mask.png # Post-processed Trellis models + masks
models/props/*.glb + *_mask.png # Post-processed Trellis props + masks
Known Issues
- Baroque table mask is too aggressive — tints the whole model bright white
- Character scale needs tuning relative to furniture
- Trellis mesh quality varies — some models have holes visible at close zoom
- No outline shader applied yet (inverted hull ready but not wired up)
Dependencies
- Godot 4.6+ (gl_compatibility renderer)
- Models generated by:
tooling/db/trellis_connector.py+.claude/skills/glb-gen/ - Concept images generated by:
.claude/skills/image-gen/