One picture of an agate tiger became a turnaround sheet, a moving camera orbit, and then a textured 3D model. Here's the whole trip through Mumblebox 3D Asset Foundry, including what I checked along the way—and how you can work with your agent from your phone.
The actual exported 3D mesh, rotating in Foundry's viewer. The AI-generated orbit used to build it appears below.
This walkthrough uses Preview 28 and the Orbit to Mesh wizard. The result has 4096 × 4096 textures, a detailed GLB, and a reduced GLB for further game development. It's a useful starting asset: the mineral bands and overall form came through, while the tail and some paw-to-log details still need cleanup. Those are exactly the kinds of things worth catching during review.
Start here
Install and start Mumblebox 3D Asset Foundry through Pinokio. Open Choose a Workflow → Create a Mesh from an Image → Orbit to Mesh. Let any required model preparation finish before starting a generation.
The route is reference → turnaround and orbit → selected views → mesh → finish and export. You can follow the wizard yourself or work alongside an agent connected through MCP. For a first run, I like going stage by stage so I can inspect the result before moving on.
1. Give it a clear reference

Name the asset and choose Upload an image. You can also create an image in Foundry or choose one from Gallery. Keep the whole subject in frame, including thin parts such as tails, handles, and accessories.
I used Agate Tiger and the Full steps · 3 seconds preset: 768 × 768, 28 steps, Turbo off, and 73 frames at 24 fps.

The Subject direction field is where I described the important details: the tiger and log should stay one rigid carving, with the paws, tail, expression, and mineral bands preserved. Keep the built-in camera instructions and add what matters about your subject.
2. Review the turnaround and the orbit
Generate the turnaround first. This gives H3 four views to work from: front, side, three-quarter, and back. Check that the shape, pose, colors, and small details stay consistent across them.

Then generate the orbit. The camera should travel around the stationary subject at a steady height and distance. Watch the complete turn before moving on.
This is the generated camera-orbit video used as reconstruction input. It is an earlier stage than the finished mesh shown at the top.
Look for parts that bend, disappear, change sides, or drift as the camera moves. Also check the framing and the return to the opening view. A smooth video can still contain inconsistent geometry, so pause on the awkward angles. If something important changes, revise the direction or regenerate before spending time on reconstruction.
3. Choose the views that will build the mesh
Continue to Choose mesh views. Foundry aligns the cameras and presents views from around the subject for Pixal3D.

I used 4 views · Recommended default and 1024 shape resolution. Inspect each selected frame. Uncheck a view if it is blurred, warped, or missing an important part; keep the front and at least one other view. More views are an option, but consistency matters more than simply increasing the count.
4. Inspect the rough shape
Build the mesh, then rotate it in Review the mesh. Check the silhouette, face, underside, gaps between limbs, and the contact with the base.

This is the place to decide whether the starting shape is good enough to finish. Hi3D uses the original reference for refinement; Foundry then cleans the geometry and applies TRELLIS.2 texturing. Later processing can improve the result, but it does not guarantee that every missing detail will return.
5. Finish with 4K textures and export
In Finish and export, I chose 4096 for texture size and kept the 500,000 triangle limit for texturing. That limit controls the mesh sent to texturing and UV unwrapping; Foundry retains the clean master separately.

Choose only the output versions and formats you need, then use Prepare asset package. This run produced:
- Detailed GLB: 499,844 triangles with 4K material maps.
- Balanced GLB: 250,000 triangles with 4K maps and baked normal maps.
- An asset ZIP containing the models, textures, README, measurements, and model credits.

Download the ZIP and review the model from all sides. The two exported GLBs also imported successfully in Blender during this run. The tail and some intersections still need attention before I'd call this particular asset finished for a project. Texturing, topology cleanup, rigging, and testing in your target application are different jobs; choose the next one to suit what you're making.
Work with Foundry from your phone 📱
With MCP, you can work with Foundry from your phone through your agent's connected app—giving instructions in plain language, checking progress, and viewing results wherever you are.
This is one of the parts I'm most excited about. You can discuss the result, ask for another view, or decide what to do next while you're away from the PC. Your PC runs Foundry and the models; your compatible agent app carries the conversation and connects to that work.

To get started, open Connect your agent in Foundry. Choose any optional Blender skill repositories you want, copy the setup prompt, and paste it into your coding agent. The setup connects the MCP and Foundry's companion skill, which helps the agent understand the workflows. Keep the app, MCP, and companion skill current so the agent sees the available controls.
Once connected, an instruction can be as simple as:
Use Foundry's Orbit to Mesh workflow with this image. Name it Agate Tiger. Start with the full-steps, three-second preset. Show me the turnaround and orbit before building the mesh, then help me review the result and export a detailed GLB with 4K textures.
The agent should check Foundry's available capabilities and use your existing workflow. Phone access depends on your agent app's connection to the PC; keep Foundry's local service private. Agent setup details are available if you want the configuration steps.
You still decide what looks right. MCP makes it easier to keep that conversation going while the tools do the work.
A quick hello in every supported language
Foundry now supports English, Simplified Chinese, Latin American Spanish, French, and Brazilian Portuguese. If I've got anything wrong—in the tutorial, the translations, or the app—I'm open to corrections and any help you'd like to offer.
- English: Thanks for trying Foundry—your ideas and help are always welcome!
- 简体中文: 谢谢你试用 Foundry!欢迎提出建议,也欢迎帮忙改进。
- Español (Latinoamérica): ¡Gracias por probar Foundry! Sus ideas y su ayuda son siempre bienvenidas.
- Français : Merci d'essayer Foundry ! Vos idées et votre aide sont toujours les bienvenues.
- Português (Brasil): Obrigado por experimentar o Foundry! Suas ideias e sua ajuda são sempre bem-vindas.
If you make something with it, I'd love to see it. 🙂
One picture of an agate tiger became a turnaround sheet, a moving camera orbit, and then a textured 3D model. Here's the whole trip through Mumblebox 3D Asset Foundry, including what I checked along the way—and how you can work with your agent from your phone.
The actual exported 3D mesh, rotating in Foundry's viewer. The AI-generated orbit used to build it appears below.
This walkthrough uses Preview 28 and the Orbit to Mesh wizard. The result has 4096 × 4096 textures, a detailed GLB, and a reduced GLB for further game development. It's a useful starting asset: the mineral bands and overall form came through, while the tail and some paw-to-log details still need cleanup. Those are exactly the kinds of things worth catching during review.
Start here
Install and start Mumblebox 3D Asset Foundry through Pinokio. Open Choose a Workflow → Create a Mesh from an Image → Orbit to Mesh. Let any required model preparation finish before starting a generation.
The route is reference → turnaround and orbit → selected views → mesh → finish and export. You can follow the wizard yourself or work alongside an agent connected through MCP. For a first run, I like going stage by stage so I can inspect the result before moving on.
1. Give it a clear reference
Name the asset and choose Upload an image. You can also create an image in Foundry or choose one from Gallery. Keep the whole subject in frame, including thin parts such as tails, handles, and accessories.
I used Agate Tiger and the Full steps · 3 seconds preset: 768 × 768, 28 steps, Turbo off, and 73 frames at 24 fps.
The Subject direction field is where I described the important details: the tiger and log should stay one rigid carving, with the paws, tail, expression, and mineral bands preserved. Keep the built-in camera instructions and add what matters about your subject.
2. Review the turnaround and the orbit
Generate the turnaround first. This gives H3 four views to work from: front, side, three-quarter, and back. Check that the shape, pose, colors, and small details stay consistent across them.
Then generate the orbit. The camera should travel around the stationary subject at a steady height and distance. Watch the complete turn before moving on.
This is the generated camera-orbit video used as reconstruction input. It is an earlier stage than the finished mesh shown at the top.
Look for parts that bend, disappear, change sides, or drift as the camera moves. Also check the framing and the return to the opening view. A smooth video can still contain inconsistent geometry, so pause on the awkward angles. If something important changes, revise the direction or regenerate before spending time on reconstruction.
3. Choose the views that will build the mesh
Continue to Choose mesh views. Foundry aligns the cameras and presents views from around the subject for Pixal3D.
I used 4 views · Recommended default and 1024 shape resolution. Inspect each selected frame. Uncheck a view if it is blurred, warped, or missing an important part; keep the front and at least one other view. More views are an option, but consistency matters more than simply increasing the count.
4. Inspect the rough shape
Build the mesh, then rotate it in Review the mesh. Check the silhouette, face, underside, gaps between limbs, and the contact with the base.
This is the place to decide whether the starting shape is good enough to finish. Hi3D uses the original reference for refinement; Foundry then cleans the geometry and applies TRELLIS.2 texturing. Later processing can improve the result, but it does not guarantee that every missing detail will return.
5. Finish with 4K textures and export
In Finish and export, I chose 4096 for texture size and kept the 500,000 triangle limit for texturing. That limit controls the mesh sent to texturing and UV unwrapping; Foundry retains the clean master separately.
Choose only the output versions and formats you need, then use Prepare asset package. This run produced:
Download the ZIP and review the model from all sides. The two exported GLBs also imported successfully in Blender during this run. The tail and some intersections still need attention before I'd call this particular asset finished for a project. Texturing, topology cleanup, rigging, and testing in your target application are different jobs; choose the next one to suit what you're making.
Work with Foundry from your phone 📱
With MCP, you can work with Foundry from your phone through your agent's connected app—giving instructions in plain language, checking progress, and viewing results wherever you are.
This is one of the parts I'm most excited about. You can discuss the result, ask for another view, or decide what to do next while you're away from the PC. Your PC runs Foundry and the models; your compatible agent app carries the conversation and connects to that work.
To get started, open Connect your agent in Foundry. Choose any optional Blender skill repositories you want, copy the setup prompt, and paste it into your coding agent. The setup connects the MCP and Foundry's companion skill, which helps the agent understand the workflows. Keep the app, MCP, and companion skill current so the agent sees the available controls.
Once connected, an instruction can be as simple as:
The agent should check Foundry's available capabilities and use your existing workflow. Phone access depends on your agent app's connection to the PC; keep Foundry's local service private. Agent setup details are available if you want the configuration steps.
You still decide what looks right. MCP makes it easier to keep that conversation going while the tools do the work.
A quick hello in every supported language
Foundry now supports English, Simplified Chinese, Latin American Spanish, French, and Brazilian Portuguese. If I've got anything wrong—in the tutorial, the translations, or the app—I'm open to corrections and any help you'd like to offer.
If you make something with it, I'd love to see it. 🙂