From AI Prompt to GLB — A Full Walkthrough
The fastest way to understand the AI 3D pipeline is to walk a single scene from prompt to engine. Here's the full path in five minutes.
# Step 1 — describe the scene
Open Yugma Studio. Type:
"Show a small modernist coffee shop interior — six round tables, eight chairs, a long bar with three pendant lamps overhead, espresso machine on the bar, exposed brick on the back wall, oak floor, warm afternoon lighting."
Hit enter. The AI Director places everything in 90 seconds.
# Step 2 — refine
Click any object to inspect properties. The AI handles big moves; the inspector handles fine ones. Or keep using chat:
"Move the bar one meter to the left."
"Make the pendants brass instead of black."
# Step 3 — export GLB
Cmd + K → Export → GLB. Yugma serializes the scene graph to glTF 2.0 binary.
# Step 4 — drop into your engine
Unity (2022.x +): drag the GLB into /Assets/; it imports as a Prefab. Materials map to Standard/PBR.
Unreal: use glTFRuntime for runtime imports or Datasmith for editor-time. Lighting needs a recompute (Build Lighting → Production).
Godot 4: drag GLB into project. Imports as a PackedScene.
Blender: File → Import → glTF 2.0. PBR materials map to Principled BSDF.
Three.js: useGLTF('/path/to/scene.glb') in R3F, or new GLTFLoader().load(...) in vanilla.
# Step 5 — extend in code
Once in your engine, add the things Yugma doesn't do today: physics, custom shaders, gameplay logic, audio. The GLB stays a clean asset; your engine code wraps it.
# What can break
- Material mismatches. GLB carries PBR materials; some engines (older Unreal versions) need conversion to engine materials.
- Light intensity scale. Yugma uses physically-based lumens; some engines re-interpret. Adjust after import.
- Camera not exported. GLB doesn't carry editor cameras. Set up your camera in the destination engine.
- Animations. Per-object keyframe animations export; complex skeletal animations need a generator like Tripo or Meshy first.
# A real example
For an indie Godot game, this workflow takes a level blockout from sentence to playable in 4 minutes: 90 seconds in Yugma, 30 seconds export, 60 seconds in Godot to drop in player physics. That's ~80% of the value of a senior 3D artist's first day on a level.