I gave Claude Opus 5.5 a text-only design brief and it built a complete Blender asset pipeline in 90 minutes
Claude Code with Opus 5.5 , effort set to high. Blender 5.2 running on a base M3 Mac. Claude uses Blender's MCP add-on to interact with the live scene. Full builds run headless in the background I started with a text-only design brief describing the assets I had in mind. No reference images were provided. The brief included the color palette and hex codes, lighting for different times of day, triangle budgets, material rules, and naming conventions. I think having those constraints defined up front is a big reason why relatively short prompts worked so well. What it built in about 90 minutes A shared bpy library of around 1,600 lines covering boxes, lathes, sweeps, umbrella canopies, scalloped awning trim, string lights, and bevel helpers. A 64-color palette where every color also has a material type. There are 17 material types in total, including raw wood, painted wood, cardboard, fabric, fruit skin, and metal. A procedural material system turns those into grain, weave, fibers, and edge wear. Cycles then bakes everything into a single 2K BaseColor, Normal, and ORM set for each asset. Before every bake, it runs an audit for open edges, non-manifold geometry, flipped faces, loose vertices, zero-area faces, duplicate vertices, UVs outside the 0-1 range, overlapping UVs, leftover magenta "no color assigned" faces, and triangle budget. If any of those checks fail, it refuses to bake. For the Unity handoff, it exports FBX, GLB, .blend , and a JSON report. Moving parts are kept as separate objects with pivots placed on their hinges. The table legs fold, the sign sways, and the kiosk's front shutter also works as the awning and closes at night. The umbrella has a "closed" shape key. A vertex color mask stores wind weight, team color, and night glow data. It also generates previews for morning, noon, evening, night, the top-down game camera, and a grayscale value check.