3D CreationBETA
Forge3D

Forge3D

A mind for 3D creation.

Describe an asset. Forge a finished model.

Forge3D is the Taskclan Engine running a 3D studio — modeling, texturing, rigging, and optimization minds coordinated as one. Describe an asset or drop a reference image; the engine generates a textured, export-ready 3D model.

— Identity
Surface
Web studio + 3D viewer
Audience
Game studios & 3D creators
Status
In production · Beta
Domain
3D asset generation
Engine count
6 / 7 minds active
— Minds Awake

The hive,
shaped for 3d creation.

Forge3D wakes 6 of the 7 AI minds in the engine. Same orchestration, different cast on stage.

M01

Perception

Active
M02

Planning

Active
M03

Voice

Sleeping
M04

Decisioning

Active
M05

Generation

Active
M06

Memory

Active
M07

Coordination

Active
— What it does

Capabilities,
running live.

Everything below is the hive at work in Forge3D — orchestration coordinating the active minds against the goal.

C01

Text-to-3D and image-to-3D.

Perception reads your prompt or reference image; Generation reconstructs volume, surface, and detail into a real mesh — not a moodboard, an export-ready model.

C02

PBR textures, generated.

Generation paints albedo, roughness, metalness, and normals onto the mesh so assets drop into a modern engine looking finished, not flat.

C03

Rigging and animation.

Decisioning and Generation place a skeleton, weight the mesh, and prep a clip — assets arrive ready to move, not just to sit on a shelf. (Beta.)

C04

Export to any pipeline.

Coordination packages GLB today — with FBX, OBJ, and USDZ on the way — so the same asset lands in your game, AR, or VR target without a round-trip.

C05

A job pipeline you can watch.

Every generation streams through queued, generating, texturing, optimizing, and preview — Planning sequences it, you watch it run, credits meter it.

C06

Preview in 3D before you commit.

Orbit, zoom, and inspect every asset in-browser under studio lighting before you export or spend another credit refining it.

— In Motion

Real moments,
real flows.

A few real scenarios where Forge3D fires up the hive — prompt at the top, what the engine does next.

Prompt
A weathered medieval treasure chest, game-ready.
Engine flow
Perception parses the brief, Generation builds geometry and PBR textures, Decisioning optimizes the mesh to a game budget, Coordination packages a GLB — minutes later it's in your library.
Prompt
Turn this concept sketch into a 3D model.
Engine flow
Perception reads the reference image, Generation reconstructs volume and surface, Memory keeps it on-style with your other assets — the engine returns a textured model you can preview and refine.
Prompt
Rig this character so it can walk.
Engine flow
Decisioning and Generation place a skeleton and weight the mesh, Planning sequences a walk cycle, Coordination exports an animation-ready file — no manual rigging pass.
— Built on the Engine

Forge3D is one shape of the hive.

Same orchestration layer powers Nani, Forge3D, and GameNova. Different surfaces. Different minds awake. One engine underneath.

— Other Shapes

Same engine. Different cast.

— Wake the Hive

Ready for
Forge3D?

Describe an asset. Forge a finished model.