Workflow

AI 3D assets for Roblox

Atlas turns a short accessory prompt into a Roblox UGC-ready mesh — classified into the right category, fitted to the mannequin, and scaled to exact stud dimensions automatically.

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Four stages, prompt to fitted UGC accessory

01Atlas canvas input node listing the Roblox mannequin reference library, including the Rthro Slender and Rthro mannequins

Classification & fitting spec

An LLM classifies the accessory into its Roblox category (Hat, Face, Back, Waist) and attachment point, expands the prompt into a 3D-ready concept, and looks up the exact bounding-box dimensions in studs for that category and mannequin.

02A Roblox mannequin wearing a pair of glowing cyberpunk headphones, fitted to the head at the correct attachment point

Concept & fitting

A text-to-image node renders the standalone concept, then a multimodal pass fits it onto the mannequin at the correct attachment point, curving it to the avatar’s anatomy.

03The finished cyberpunk headphones accessory isolated on a neutral background, mannequin removed

Isolation & detail transfer

The mannequin body is removed while the fitted curvature is kept, and high-fidelity textures, glow effects and materials are restored from the original concept.

04The headphones accessory as a finished textured mesh next to its wireframe, scaled to Roblox stud dimensions

3D reconstruction & standardization

A low-poly Image-to-3D pass builds the textured mesh, then centers the origin, frontalizes orientation, and fits the final asset to the exact stud dimensions for its category and mannequin.

Where the time goes

Stage
Manual
Atlas
LLM classification & prompt expansion
30–60 minutes
2–5 seconds per node
2D & multimodal image passes
2–4 hours
10–25 seconds per node
3D reconstruction
4–8 hours
30–60 seconds
Total time, fresh run
~8 hours
1.5–3 minutes

Common questions

What does this workflow output?
A game-ready, fully textured 3D mesh with PBR materials, optimized polycount, correct orientation and exact Roblox stud scaling, plus the technical rigging spec (category, attachment point, stud dimensions) and the 2D concept and fitted composite images along the way.
How long does it take?
1.5 to 3 minutes for a fresh run — re-running downstream steps with cached upstream results is faster.
Can I control the art style?
Yes — add style keywords directly to the accessory prompt (low poly, hand-painted, sci-fi, realistic matte plastic), edit the prompt-expander’s system prompt for a house aesthetic, or switch image backends between Gemini, GPT-Image, FLUX and Seedream.
Which engines are supported?
Built for Roblox Studio — scaled to studs with official attachment points. Because the output is a standard textured GLB/OBJ mesh with UVs and PBR maps, it also imports into Unity, Unreal Engine, Godot, and Blender, Maya, 3ds Max or Cinema 4D.

Related workflows

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