# image-blaster: Turn Images into 3D Environments and Assets

This repository profile is provided by osrepos.com, an open source repository discovery platform.

Source: osrepos.com
Repository profile: https://osrepos.com/repo/neilsonnn-image-blaster
Generated for open source discovery and AI-assisted research.

image-blaster uses Claude skills and external generation services to turn an image into a 3D environment, object meshes, and sound effects. It is designed to quickly create starting points for game, 3D, and web projects.

GitHub: https://github.com/neilsonnn/image-blaster
OSRepos URL: https://osrepos.com/repo/neilsonnn-image-blaster

## Summary

image-blaster uses Claude skills and external generation services to turn an image into a 3D environment, object meshes, and sound effects. It is designed to quickly create starting points for game, 3D, and web projects.

## Topics

- typescript
- ai-agents
- generative-ai
- agent-skills
- 3d-reconstruction
- gaussian-splatting

## Repository Information

Last analyzed by OSRepos: Mon Oct 05 2026 16:28:22 GMT+0100 (Western European Summer Time)
Detail views: 1
GitHub clicks: 1

## Safety Notice

OSRepos shares public repositories for knowledge and discovery only. Review source code, dependencies, licenses, and security implications before running or installing anything.

## Content

## Overview

image-blaster is a Claude-driven workflow for turning a reference image into a collection of 3D and audio assets. It combines World Labs for an explorable environment, FAL for object meshes, and sound generation for ambient and object-specific effects.

The project is aimed at speeding up early 3D work, not replacing a full modeling or production pipeline. Its outputs can be used as starting assets in game engines, DCC tools, or web applications.

## Key Features

- Generates a Gaussian splat environment from a source image.
- Creates meshes for dynamic objects in `.glb` or `.obj` formats.
- Produces ambient loops and object-specific sound effects.
- Uses Claude skills to coordinate the image-to-assets workflow.
- Supports Hunyuan 3D options for face count, PBR materials, geometry style, and polygon type.
- Supports image-editing preferences including nano-banana and gpt-image-2.
- Designed for integration into engines and tools such as Unity, Unreal, Godot, Blender, and Three.js.

## Use Cases

- Game developers can turn a concept image into a rough level environment and object assets to begin prototyping.
- 3D artists can use a photo or illustration as a jumpstart for environment blocking and asset creation.
- Film and architecture teams can create quick spatial concepts from location or rendering references.
- Web developers can generate scene assets to explore interactive 3D experiences in a Three.js or Electron project.

## Project Facts

- Language: TypeScript
- License: MIT
- Stars: 9.4k
- Forks: 918
- Archived: No

## Getting Started

Clone the repository, install Claude, configure World Labs and FAL API keys, then place an image in `input/` and ask Claude to process it. See the [README](https://github.com/neilsonnn/image-blaster#readme) for the full setup and workflow.

```bash
git clone https://github.com/neilsonnn/image-blaster
cd image-blaster
```

## Alternatives

- [GigaSLAM](https://osrepos.com/repo/dengkaicq-gigaslam): GigaSLAM reconstructs and tracks large outdoor scenes from RGB video, while image-blaster turns an image into 3D assets and sound effects.

## Considerations

- Using the workflow requires Claude and API access to World Labs and FAL; generated assets depend on these external services.
- The outputs are intended to jumpstart 3D work, so they may need review and further editing before production use.
- The README describes model choices and generation parameters, but does not specify a local-only or offline workflow.