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Model Showcase

The forge pipeline end to end, per hero: the concept driver that seeded it, beside the composed, animated model it became. Machines get the mechanical lane (rigid plate mount); synthetics span the android roster; heavy suits are power armor. Where an animated web glb exists the composed side is a live, draggable model playing its walk clip; where it doesn't yet, it shows the best static render and is flagged for backfill. A final section shows wearables on bodies. Drag any live model to orbit; click any still to zoom.

Mechs Androids Power armor Wearables Motion Lab ▶ Composition Lab ▶ Pipeline ▶
Live — draggable model-viewer on the animated web glb, playing its walk clip in-browser. Static + backfill — best still render; the animated web glb is queued on the GPU lane.

Mechs — rigid plate mount

a01 · r01 · r02 · spurs

A mech can't skin — a metal plate bent across a joint tears — so each is composed rigid-per-part: every plate bound to one bone (a dark collar + hinge-stub closes the joint, the Iron-Man trick), fused and remeshed into a watertight shell, then recolored per-mech. These four true chunky chassis ride the same baked walker clips as one shared skeleton. (The golden-body humanoids that were wrongly forged into this lane — drakonax, shadow, a02 — now live under Androids & humanoids on their clean proc_ bodies.)

▶ 7-mech + golden-body switcher (Motion Lab) ▶ How composition works (Composition Lab)

Androids & humanoids — golden-body figures

a01 · a02 · drakonax · shadow · android king

Humanoid figures — muscular humans and synthetic androids alike — deform as a golden body: a clean single-mesh body (the same proc_ body served on /characters) skinned to the golden rig, so the whole surface bends with the skeleton instead of tearing at rigid seams. drakonax is a muscular human bruiser, restored to its clean proc_ golden body and live on the walk clip. a02, shadow and the android king now ride their current coherent hard-surface forges with embedded motion, live below.

Power armor — heavy worn suits

s06 power armor · s05 tech armor

Power armor is a heavy plated suit worn over a body. Both suits are forged from their concept drivers and now render live from their current models — s06 on its production power-armor glb with embedded Walk/Run clips, s05 on its latest processed tech-armor model.

Wearables on bodies

forged apparel · skinned + loose-cloth

Clothing is never baked into the forge mesh — it's forged as a separate piece and equipped: fitted garments are skinned to the 19-bone rig so they deform with the body, loose coats ride a sway chain. The live model below is a forged fitted undersuit; the proofs show garments on bodies at rest and on the walk.

loading forged undersuit…
forged undersuit · skinned to 19-bone rig
Fitted apparel forge grid — shirt, vest, undersuit, boots — driver vs forged on body at rest and walk
Fitted apparel — forged game-ready Shirt, vest, undersuit and boots, each forged from a clean base-body driver (SDXL → TRELLIS.2 1024³ → PBR+normal → decimate), then skinned so it deforms with the wearer.
Forged jacket skinned to the 19-bone rig deforming with spine and hips on a walk stride
Skinned garment deforms with the body A forged jacket weighted to the skeleton: at rest it fits; on a walk stride it bends with the spine and hips — a true skinned piece, not a rigid shell.
Loose coat before/after — rigid fit shears through legs, sway chain drapes and swings
Loose coat — cloth drape + sway The old fit (top) shears into slabs through the legs on stride. The sway chain (bottom) lets the coat drape at rest and swing behind the stride like cloth.
Character with bone-mounted eyewear and hair-ornament accessories, rest and posed
Bone-mounted accessories Eyewear, jewelry, hair ornaments and gadgets fill equip slots as rigid parts mounted to head/hand bones — added to any base body without touching the mesh.
Hair set — crop, mohawk, long, ponytail, buzz+beard — rest top row, posed bottom row
Hair & facial hair Short caps and beards mount rigidly to the head; long hair and ponytails are skinned so they follow head motion. A hair library the base can equip like any other part.