Ava Supernova
AvaSupernova
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Tutorials·7 min read·

Make 3D models with Ava in Blender

Ava builds game-ready 3D models in Blender on your own computer: a brief you agree first, then step by step, with a 3D view, textures that export properly, and every step saved so you can go back.

The Blender (Headless) room is where Ava makes 3D models. She writes the steps, Blender carries them out on your computer with no window open, and you watch the model take shape in a 3D view you can turn and zoom. Nothing is generated by a cloud 3D service: every model is real Blender work, saved as a real .blend file you can open and change yourself.

Before you start

  • Install Blender. It is free from blender.org. Ava finds it on her own in the usual places.
  • If yours is somewhere unusual, open Settings, General, and under "Blender (3D models)" click Choose… and pick blender.exe. The VS Code extension and the desktop IDE share this setting.
  • Blender itself costs nothing to run. The only cost is the chat with Ava, on your own key.

Finding the room

Open the Creative Studio and look under 3D in the sidebar for Blender (Headless). Tell Ava what you want to make: "a wooden barrel for a medieval tavern", "a sci-fi crate", "a low-poly tree for a mobile game".

The brief comes first

Before anything is built, Ava researches real references and real measurements, then puts a brief on the stage. It covers what the object is, where it lives, its style, its real dimensions, references, where it is going (Unreal, Unity, Godot, 3D printing or renders), the detail budget, its condition, extras and purpose, with her reasoning for each.

  • Question it with her in the chat, or click Edit and change it yourself.
  • When it is right, click "Agree the brief". Only you can agree it: Ava cannot agree it for you, and she cannot build until you have.
  • If you or she changes it later, it waits for your agreement again.

Building, step by step

Ava builds in steps. After each one she sees a render of what she made, with its size in metres and its triangle count, and tells you what she did. Each step builds on the last, including anything you changed by hand in Blender: use Open in Blender, make your change, save, and her next step starts from your version.

  • Every model gets its own folder with the .blend file, a .glb (always) and an .fbx when you ask for one.
  • A run that fails saves nothing. The model stays exactly as it was.
  • Ava stops and checks in after three good steps since you last spoke. Say "keep going" and she can do up to ten. Three failures in a row also stop her.
  • Each run shows in the Studio rail in the sidebar while it works.

Textures that survive the export

Blender can make a surface look rich using live material effects (noise, wear, bumps). Game engines cannot read those: exported as they are, the model arrives flat. So Ava bakes the look into real texture images (base colour, roughness, metallic and normal maps) in a textures folder beside the model, and gives it a material that exports cleanly. If a model still has unbaked detail, her report says so, and she is not finished until it is baked.

Going back

Every successful step is saved, with a thumbnail in the History strip along the bottom of the stage. Click one to look at it, then "Go back to this" to restore it, textures and all. Going back is saved as a step of its own, so nothing after it is lost. The last 20 steps are kept.

More than one model

  • New brief clears the stage for a new piece. Switch between your models from the Model list.
  • Ask Ava to duplicate a model under a new name to try a variation. The copy keeps the brief and starts its own history.
  • Delete removes the whole model folder. It always asks first, and it waits while Ava is working.

What keeps it safe

Ava’s steps are Python scripts that Blender runs. Each one is checked before it runs, and a guard inside Blender blocks it while it runs, from starting other programs, using the network, reaching outside the model’s own folder, or changing Blender’s settings. Blender also starts with its own scripts and add-ons switched off. It is a guard, not a sandbox: it stops the things a modelling script has no reason to do.

Your model in the Library

Every model appears in the Library with the same 3D view, its size, triangle count and the Blender version that made it. From there you can open it in Blender, open its folder, copy the path to its .glb or .fbx, use it in your project, or put it in a folder with the rest of a pack.

From your Library into your game engine

Folders and packs in the Library

Selling what you make

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