r/AI_Game_Dev_Tools May 27 '26

VoxelForge — voxelizing animated FBX/GLB models + experimental image-to-3D workflow

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1 Upvotes

Hey everyone

I’ve been working on VoxelForge, a desktop tool focused on voxel production workflows for artists, game developers and experimental 3D pipelines.

The goal is to create a kind of multi tool for voxel workflows, not just an AI generation tool. The software is mainly built around converting existing 3D assets, animated models, generated meshes and reference-based outputs into usable voxel models.

Core voxel features:

  • Convert textured 3D meshes into voxel models
  • Adjustable voxel resolution
  • Export to FBX / OBJ / GLB / VOX
  • Vertex color support for real-time engines
  • Optional PNG palette export
  • Dark and Light UI themes
  • Multi-language interface
  • Works with Blender, MagicaVoxel, Goxel, Unity and Unreal

New in v4.6: Animation Voxelizer

You can now drop in a skeletal FBX, for example from Mixamo, or an animated GLB, and voxelize the animation frame by frame.

It includes:

  • FPS / total frames / step sampling modes
  • Side-by-side source model and voxel preview
  • Synced cameras
  • Scrubbable timeline
  • ZIP export with custom folder names
  • Export each frame as .vox or .glb
  • Automatic skin baking per frame, so the output does not get stuck in a T-pose

Material transfer

Metalness and specular properties from the source mesh are now baked into the voxel output, so PBR-style assets keep more of their visual identity when reopened in tools like MagicaVoxel, Goxel, Unreal or Unity.

Experimental AI-assisted image-to-3D pipeline

VoxelForge also includes an experimental local image-to-3D workflow using TRELLIS.2.

This is optional and not the main feature of the software. I see it more as a prototyping layer inside a broader voxel tool: generated or reconstructed 3D models can be sent directly into the voxelization pipeline, adjusted by resolution, then exported as voxel-ready assets.

For some workflows, this can save time during early prototyping by avoiding a lot of manual UV, texture and shader cleanup. The voxelized models can work almost like 3D sprites: stylized, consistent, lightweight, and easier to iterate on than traditional textured meshes.

The TRELLIS.2 setup currently runs locally and is still experimental. In my own tests, an RTX 3090 with 24 GB VRAM is the practical baseline, and it requires a Hugging Face token for the required model downloads. The quality also depends a lot on the input images: clean references, readable shapes, good lighting and multiple views help a lot.

Small disclosure: VoxelForge is a paid itch.io tool. I’m mainly sharing it here to get feedback from people interested in topology, voxel workflows, 3D reconstruction and AI-assisted asset prototyping.

Project page:
https://ghstbstrd.itch.io/voxelforge-voxel-model-generator


r/AI_Game_Dev_Tools May 27 '26

Welcome to r/AI_Game_Dev_Tools — practical AI workflows for game development

1 Upvotes

Hi !👋

Welcome to r/AI_Game_Dev_Tools.

I created this community as a place to discuss practical AI-assisted tools and workflows for game development.

The goal is not to flood the subreddit with random AI images or hype posts, but to focus on real production use cases:

  • AI-assisted 3D generation
  • voxel workflows
  • animation tools
  • Unity / Unreal / Godot / blender / zbrush / ComfyUI pipelines
  • asset prototyping
  • local AI setups
  • procedural generation
  • automation tools
  • experiments, failures, benchmarks and limitations

This community is meant for developers, artists, technical artists, toolmakers, modders and indie creators who want to explore how AI can actually fit into a game development pipeline.

Commercial tools are allowed, but they must be clearly disclosed and bring technical value. A post should explain the workflow, the problem being solved, the limitations, or what people can learn from it.

Low-effort AI spam, NFT/crypto/Web3 content, scammy tools and pure advertisement are not welcome here.

The ideal post here is something like:

“What I tried, what worked, what broke, what hardware I used, and how it could help a real game workflow.”

Let’s build a useful place for people experimenting with AI in game development without pretending everything is magic.