3D CLEAN GLOBAL

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3D CLEAN PIPELINE

任务看板

管理资产处理进度,核对真实检测结果,并在最终 Gate 通过后下载交付包。

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资产任务

所有任务的阶段、积分和交付状态会在这里统一显示。

3 / 10

任务 01

开始任务

支持 FBX、OBJ、GLB、USDZ 与 ZIP,最大限制以服务端为准。

  1. 0上传与预览
  2. 1模型检测
  3. 2推理计划
  4. 3执行与复检
  5. 4打包验证
未开始
时间消耗00:00:00
积分消耗--

任务 02

开始任务

支持 FBX、OBJ、GLB、USDZ 与 ZIP,最大限制以服务端为准。

  1. 0上传与预览
  2. 1模型检测
  3. 2推理计划
  4. 3执行与复检
  5. 4打包验证
未开始
时间消耗00:00:00
积分消耗--

任务 03

开始任务

支持 FBX、OBJ、GLB、USDZ 与 ZIP,最大限制以服务端为准。

  1. 0上传与预览
  2. 1模型检测
  3. 2推理计划
  4. 3执行与复检
  5. 4打包验证
未开始
时间消耗00:00:00
积分消耗--

TASK ARCHIVE

历史记录

按资产查看服务端保存的处理阶段、Gate 状态和交付事实。

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支持建议

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PIPELINE GUIDE

功能说明Guide

按模块查看 3D 资产处理前后的变化。Review how each module changes a 3D asset from input to verified output.

M1

材质与贴图规范化Materials & Texture Normalization

从打开材质槽开始,结束每一次贴图猜谜。Resolve texture mystery from the material slot onward.

模块作用

一次猜谜,从下载一个 3D 模型开始。打开 Blender 或导入 Unity,材质槽全是灰的,贴图文件夹里躺着 body.png、tex_01.jpg、57A47F64.dds、mat_30_basecolor,还有内嵌、外链、死引用、重复打包。哪张图该贴 Base Color?哪张是 Normal?Opacity 到底要不要连?工程师只能一张张试,像猜谜。猜对了画面正常,猜错了金属变塑料,透明变实体,返工重来。互联网下载的资产更是规格五花八门,命名混乱,多重贴图,嵌套打包比比皆是。每次导入都变成一次不愉快的猜谜。

M1 用“检测—推断—保全—处理—门 B 复检—打包”清洗链解决:由 LLM 识别最终材质身份,chain plan 作为唯一工作单;门 A 校验 source 哈希,只复制批准资源;执行统一命名 {Model}_{FinalMaterial}_{Type}.png,重建真实材质连接,保留独立 Metallic/Roughness,输出完整外置 Textures 闭包。效果是:贴图自动归位,材质槽完整,命名统一可追溯,导入引擎即可用,不再靠猜,大幅减少人工试贴和返工。

Module purpose

It starts as a guessing game the moment you open the material slots. You download a 3D model, open it in Blender or import it into Unity, and the slots are gray. The texture folder is a mess: body.png, tex_01.jpg, 57A47F64.dds, mat_30_basecolor, plus embedded maps, external links, dead references, and duplicate packs. Which one is Base Color? Which is Normal? Should Opacity be connected? Engineers try one by one, guessing. Guess right and it looks fine; guess wrong and metal becomes plastic, transparency becomes solid, and it's back to square one. Assets from the internet are even worse—chaotic naming, multiple maps, nested packages. Every import turns into an unpleasant guessing game.

M1 solves this with a clean pipeline: detect → infer → preserve → process → Gate B recheck → package. The LLM identifies the final material identity; the chain plan is the single source of truth. Gate A verifies source hashes and copies only approved resources. Naming is standardized as {Model}_{FinalMaterial}_{Type}.png, real material connections are rebuilt, Metallic and Roughness remain separate, and a complete external Textures/ closure is produced. The result: textures land in the right slots, materials are complete, naming is consistent and traceable, and the asset is ready to import—no more guessing, far less manual trial-and-error.

处理前Before
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处理后After
M2

尺度归一化Scale Normalization

让模型一进引擎就是真实尺寸。Make the model the right real-world size on import.

模块作用

1 米大的飞机、100 米高的巨人,在 3D 资产里比比皆是。单位标尺混乱,导入引擎后又没有可靠标尺,工程师只能凭感觉给每个模型手动缩放,反复试、反复调。更麻烦的是多层缩放:根节点 100 倍、子节点 1.8、孙节点 0.05,不同工程师为不同需求随手改,层层嵌套,最后没人说得清真实尺寸。M2 让 LLM 按真实世界绝对尺寸重新设定模型:检测阶段统一换算米制包围盒,LLM 判断物体类型和真实高度,机械派生唯一的 scale_factor;Blender 对整个装配施加统一矩阵,通过 N 层静态烘焙重建层级,保留父子关系、材质槽、节点连接和 UV,最终对象级 scale 归一到 (1,1,1)。门控验证包围盒、相对距离、层级、法线和 UV 事实。

效果是:飞机就是真实翼展,人物就是真实身高,一进 Unity/Unreal 尺寸就是对的,不再靠没标尺的手动缩放,根节点、子节点、孙节点的 scale 炸弹也被彻底清除。

Module purpose

A one-meter airplane or a hundred-meter giant? Both are everywhere in 3D assets. Units are a mess, and once imported into an engine there's no reliable ruler—so engineers scale each model by feel, through trial and error. Worse, multi-level scaling: root node 100x, child 1.8, grandchild 0.05. Different engineers tweak scales for different needs, nesting chaos until nobody knows the true size.

M2 lets the LLM reset the model to real-world absolute dimensions. The detection stage converts the bounding box to meters. The LLM identifies the object type and true height; a single scale_factor is derived mechanically. Blender applies one unified matrix to the whole assembly, rebuilding the hierarchy through N-level static baking while preserving parent-child relationships, material slots, node connections, and UVs. Final object-level scale is normalized to (1,1,1). Gates verify bounding box, relative distances, hierarchy, normals, and UV facts.

The result: an airplane has its real wingspan, a character has its real height, and it's correct the moment it enters Unity or Unreal. No more ruler-less manual scaling—and those root/child/grandchild scale bombs are gone for good.

处理前Before
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处理后After
M3

贴图规范化Canonical PBR

从“多多少少”,统一成标准四张。Turn inconsistent texture sets into four standard channels.

模块作用

同一个项目里,贴图数量五花八门:有的模型自带 Albedo、Normal、Metallic、Roughness 四张,有的只有一张 Base Color,有的塞了十几张命名混乱、通道不明的图。导入引擎后,金属不像金属,粗糙度全靠猜,场景画质参差不齐。美术和 TA 只能逐材质补图、连节点、调参数,项目从起点就输在素材不统一上。

M3 消费 M2 冻结产物,按 Stage 2 批准计划,为每个最终材质补齐缺失的 canonical Normal、Metallic、Roughness,并真实绑定到 Principled BSDF;Base Color 沿用 M1/M2 已规范化的结果。门 B 校验文件可读、命名、色彩空间与哈希;门 C 重新导入 FBX,验证真实节点连接、贴图闭包和 UV 零变化。

效果是:无论原始素材是一张、四张还是十几张,最终每个材质都统一为四张标准 PBR 贴图——Albedo、Normal、Metallic、Roughness。命名一致、通道明确、真实连接,导入引擎即用。画质基线统一,不再被最差素材拖垮;失败不伪装,需复核就明确标出。

Module purpose

In the same project, texture counts are all over the place: some models come with Albedo, Normal, Metallic, and Roughness; some have only a Base Color; others carry a dozen chaotic, unclear maps. Once imported, metal doesn't look like metal, roughness is a guess, and visual quality is uneven. Artists and TAs end up patching maps, wiring nodes, and tweaking parameters per material—and the project starts from an uneven baseline.

M3 consumes the frozen M2 artifact. Under the approved Stage 2 plan, it completes the missing canonical Normal, Metallic, and Roughness for each final material and binds them to the Principled BSDF. Base Color inherits the normalized result from M1/M2. Gate B verifies readability, naming, color space, and hashes. Gate C re-imports the FBX and confirms real node connections, texture closure, and zero UV changes.

The result: whether the source had one map, four, or a dozen, every final material ends up with four standard PBR maps—Albedo, Normal, Metallic, Roughness. Consistent naming, clear channels, real connections, ready on import. A unified quality baseline that isn't dragged down by the worst asset. Failures aren't disguised; anything needing review is clearly flagged.

处理前Before
→
处理后After
M4

语义部件分割Semantic Segmentation

不再因为“拆不开”而放弃心仪模型。Do not abandon a model just because its parts are welded together.

未来模块

从互联网 3D 资源库找到一架心仪的飞机,整体造型、贴图都满意,可水平方向舵、机轮全焊死在机体上。没有原始 Blender 文件,交给 3D 工程师手工拆也费时费力,最后只能无奈放弃。枪械、汽车、机械道具同样如此:模型能用,却不能动、不能挂载、不能做碰撞,价值大打折扣。

M4 让“拆解”变成一句话的事。系统从多视角理解模型整体结构,按你的文字需求识别目标部件,再把语义结果映射回三维网格,经过一致性裁决和冲突处理后,自动完成部件分离,输出清晰的部件树与来源记录。效果是:不再依赖原始建模文件,不必手动逐面选择,机轮、舵面、舱门都能变成独立、可选中、可挂载碰撞或动画的部件。低置信度或冲突区域会明确进入人工复核,未分配面片保留,不静默丢面。心仪的模型,终于能真正用起来。

Future module

You find a beautiful aircraft model on a 3D asset site. The shape and textures are perfect—but the horizontal stabilizers and landing gear are welded to the body. No original Blender file. Handing it to a 3D engineer to cut apart is slow and painful. So you give up. Same story with guns, cars, mechanical props: usable model, but it can't move, can't be mounted, can't collide. Its value drops fast.

M4 turns “take it apart” into a sentence. The system understands the model's overall structure from multiple views, identifies the parts you describe in text, maps that semantic result back onto the 3D mesh, runs consistency and conflict resolution, then separates the parts automatically—outputting a clear part tree and provenance record.

The result: no original modeling file needed, no manual face-by-face selection. Wheels, rudders, doors all become independent, selectable parts ready for collision or animation. Low-confidence or conflicting areas go to human review; unassigned faces are preserved, never silently dropped. That model you loved? Now it's actually usable.

处理前Before
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处理后After
M5

几何、UV 与纹理重绘Geometry, UV & Rebaking

别让一个破面,毁掉整个场景的光。Do not let one broken face ruin the lighting of a whole scene.

未来模块

一个团队做室内场景,美术从外包拿到一个复古沙发。导入 Unity 烘焙光照,结果天花板漏光像筛子,沙发底下黑块,墙纸纹理不停闪烁,接缝明显错位。排查发现:模型有非流形边、退化面、零面积 UV、重叠 UV 和越界 UV。美术试着删掉一个退化面,整张沙发贴图瞬间全乱,只能重画,工期拖了两周。这就是几何和 UV 缺陷的代价:漏光、黑块、闪烁、接缝,最后都变成返工和延期。

M5 在修复前冻结原始快照,每个面保留来源身份;存活面精确重绘原贴图,只有确无来源的面才走受约束投影;最终 UV 归属检查写入冲突,冲突区域进入 atlas;局部 UV 修复限定有界区域,区域外 UV 指纹不变。导出后重新导入,验证对象、材质槽、UV 和纹理闭包一致。效果是:漏光、黑块、闪烁、接缝显著减少,原有贴图不被误伤;不能证明无损就明确 needs_review,绝不伪造成成功。资产真正达到可发布质量,不再让美术用两周返工去补一个破面的窟窿。

Future module

A team builds an indoor scene. The artist gets a vintage sofa from an outsourcer. Import into Unity, bake lighting—and the ceiling leaks like a sieve. Black patches under the sofa. Wallpaper textures flicker. Seams are visibly misaligned. The cause: non-manifold edges, degenerate faces, zero-area UVs, overlapping UVs, out-of-bounds UVs. The artist tries deleting one degenerate face, and the entire sofa texture breaks. Redraw, two weeks lost. That's the cost of geometry and UV defects: light leaks, black patches, flickering, seams—and ultimately rework and delays.

M5 freezes an original snapshot before repair. Every face keeps its source identity. Surviving faces redraw the original texture exactly; only faces with no provenance go through constrained projection. A final UV ownership check catches write conflicts; conflicting areas go to an atlas. Local UV repair is limited to bounded regions, and UV fingerprints outside the region stay unchanged. After export, it re-imports and verifies objects, material slots, UVs, and texture closure.

The result: light leaks, black patches, flickering, and seams drop dramatically. Existing textures are not collateral damage. If lossless cannot be proven, it is clearly marked needs_review—never faked as success. The asset reaches publishable quality, without an artist spending two weeks patching one broken face.

处理前Before
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处理后After
M6

绑定与动画重定向Rigging & Animation

从找模型到能动起来,打通中间每一道坎。Close the gap between finding a model and making it move.

未来模块

想给游戏加个角色,去 Sketchfab 找到心仪的模型,下载后发现没骨骼。丢进 Mixamo 自动绑定,有时手指扭曲、肩膀塌陷,配上的动画像提线木偶。换个模型,Mixamo 又识别失败。好不容易绑好,发现另一个资产库有一套特别合适的走路动画,可骨骼命名对不上,重定向后膝盖反折。Unity 和 Unreal 各有重定向工具,但前提是你得先有骨骼、先对好映射。空模补骨、骨骼配动画、动画进引擎,每一步都是关卡,每一关都可能卡住整个角色。

M6 把这条链打通:前置检测姿态与对称性,用 Rigify 预设骨架按包围盒比例定位,自动蒙皮并限制每顶点最多 4 个影响;动画只来自版本化本地动作库,按语义映射重定向,缺失映射明确标出。门 B 导出后重新导入,验证骨架、蒙皮、动画和约束。效果是:空模自动补骨,骨骼自动配动画,导入引擎即可用。不匹配就 needs_review,不用外部 AI 或静默跳轨来掩盖失败。角色和机械件,终于都能动起来。

Future module

You want to add a character. You find a great model on Sketchfab, download it—no skeleton. Throw it into Mixamo; auto-rigging sometimes twists fingers, collapses shoulders, and the animation looks like a marionette. Try another model; Mixamo fails to recognize it. Finally rigged, you find the perfect walk cycle in another asset library—but the bone names don't match, and after retargeting the knees bend backward. Unity and Unreal have retargeting tools, but first you need a skeleton and a correct mapping. Empty model → rig → animation → engine: every step is a gate, and any gate can stall the whole character.

M6 connects the chain: pre-flight checks pose and symmetry; Rigify preset skeletons are placed by bounding-box proportions; auto-skinning limits each vertex to four influences; animations come only from a versioned local library and are retargeted by semantic mapping, with missing mappings clearly reported. Gate B re-imports the exported FBX and verifies skeleton, skinning, animation, and constraints.

The result: empty models get rigged, rigs get animated, and everything is ready on import. Mismatches go to needs_review—no external AI, no silently dropped tracks. Characters and mechanical parts finally move.

处理前Before
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处理后After

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消费明细

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3D Clean Global交付仅在 Stage 4 Gate 通过后可用