I wrote about Asset Assistant before — it's my Blender add-on for game assets:
it audits what is broken and turns the repetitive parts of the pipeline
(unwrap, atlas, bake, pack, retopology, export) into one click each.
This release is not a feature dump. Every item below is something I hit while
working on an actual asset, and that is the reason it is in this version.
What I ran into
-
The export lost my texture mapping. A
Texture Coordinate → Mapping → Image Texturechain never reached the file: Blender's FBX exporter hard-codesuvset = None, so the engine samples the first UV set whatever the material says. Now the chain is evaluated per face into one UV layer per object, and the scene is restored right after the export. -
Baked albedo came out washed out. It was baked as
COMBINED, so the light and the shadows went into the base colour map. Now it is baked as the base colour through an Emission — on a cube with base colour (0.8, 0.2, 0.1): (0.968, 0.627, 0.541) instead of the expected (0.906, 0.485, 0.349). - A sculpt of 211,618 triangles, with no UVs and no budget. Hence a mesh doctor (nine checks) and retopology under a triangle budget you type in — 3,632 quads in 2.4 s, 0.00 mm off the original surface — plus a LOD chain.
- The panel had grown into a wall of buttons. It is now split by pipeline stage: Textures, Mesh, UV, Bake, Export.
The smaller ones
- the export no longer crashes when the target is a
.blendpath - baking an already baked material no longer produces
Wood_Dark_Bake_Bake - UV overlaps are detected by real geometry, not by bounding boxes
- the tab labels show names instead of i18n keys
Unchanged
Every button works with no AI at all. The optional chat still runs on a local
model and calls the same 46 tools.
Blender 4.2+, tested on 5.2 LTS. 19 headless test scripts, 12 doctor checks,
19 presets, 28 chapters of documentation.
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