ArchDisc
STUDIO · 3D CONTENT CREATION

Awholestudio.Speak,anditsculpts.

Model, sculpt, UV, shade, rig, animate, simulate, and render — Blender-, Maya-, and Houdini-class breadth in one surface. Describe a form and Archie sculpts it; describe a scene and it composes, lights, and frames the shot. The same copilot that drives Forge, working in clay and light.

Open source · free forever · public release soon · native for Apple Silicon · runs on-device.

studio · sculptstep 3 / 3
THE FULL DCC PIPELINE

Every stage of the pipeline, in one room

No round-tripping between five apps. Studio carries the whole creative pipeline — block out the form, sculpt the detail, lay out UVs, build the shader, rig and animate, run the sim, then render and composite the frame.

Modeling

Poly, sub-D, and box modeling with the full edit toolset — extrude, bevel, bridge, loop-cut, boolean.

poly · sub-d · boolean · array

Sculpting

Dynamic-topology sculpting with brushes, masks, and multiresolution detail.

dyntopo · multires · mask · remesh

UV & Retopology

Unwrap, pack, and project; auto- and hand-retopo to clean, animatable quads.

unwrap · pack · auto-retopo

Shading & Surfacing

A node shader graph, PBR materials, and a parametric material library.

node graph · PBR · material library

Rigging & Animation

Skeletons, skinning, constraints, and a graph-editor timeline with keyframes.

skeleton · skin · graph editor

VFX & Simulation

Cloth, particles, fluid, and rigid-body dynamics solved on your scene.

cloth · particle · fluid · rigid-body

Rendering

A GPU path tracer for true light transport, plus a fast viewport raster.

GPU path tracer · viewport raster

Compositing

A layer- and node-based compositor to finish the frame — passes, masks, grade.

passes · node comp · grade

Game Engine

A runtime to drive scenes interactively — not just stills, but things that move and respond.

runtime · scene graph · interactive

Sixteen industry tools’ worth of surface area, brought to one workspace — and one copilot reaches all of it.

SCULPT → RETOPO → SHADE → RENDER

From a blockout to a finished shot

The asset moves through one continuous stack — no exports, no re-imports, no version drift between tools.

asset · build stack5 layers
01

Block & sculpt

Start from a primitive or a described form, then push detail with dyntopo and multires. The high-res sculpt stays live.

02

Retopo & UV

Lay a clean quad cage over the sculpt — auto-retopo or by hand — then unwrap and pack the shells for texturing.

03

Shade

Build the look in the node graph with PBR materials, or pull a starting point from the parametric material library and tune it.

04

Render

Hand the shot to the GPU path tracer for true light transport, or stay in the raster viewport for speed — then composite the passes.

One stack, one file, one copilot — the asset never leaves the room to get finished.

PARAMETRIC FURNITURE + SCENE COMPOSER

Describe a room. Get a designed scene.

Studio ships a parametric furniture library and a deterministic scene composer. Ask for a space and Archie selects the pieces, places them in a sensible layout, lights it, and frames a camera — a designed scene, not a pile of meshes on a black canvas.

deterministicparametriceditable

Every piece is parametric, so the chair you got is a chair you can resize, restyle, and re-place. The composition is deterministic — the same prompt builds the same scene, every time — and the whole layout drops into the feature tree, editable down to the last dimension.

This is the difference between text-to-mesh and a copilot that actually designs the shot.

render · value fieldσ greyscale
GPU PATH TRACER

Real light, rendered in value

Studio's renderer is a GPU path tracer — true light transport, soft shadows, and global illumination, not a faked screen-space approximation. For look-dev and iteration there's a fast raster viewport; for the final frame, the path tracer takes over. On this site we render everything in greyscale on purpose — value, never color — because the geometry and the light are the point.

Renderer
GPU path tracer
Light
global illumination
Viewport
interactive raster
Output
passes for comp

same monochrome instrument as the FEA plot on /precision — one machine, two sides.

ONE COPILOT, BOTH SURFACES

Archie works in clay and light

The copilot that builds manufacturable solids in Forge also sculpts, shades, and stages scenes in Studio — through the same structured, readable tool-calls into the real engine.

VALIDATED TOOL-CALLS
Archie emits the exact operations the engine runs — sculpt, retopo, shade, place, light, frame — ordered and inspectable, never a black box.
COHERENCE GATE
Every result is checked before you see it; if a step is off, the gate repairs it.
EDITABLE FEATURE TREE
What comes back isn't a disposable script — it's a live tree you can re-key, re-shade, and re-pose.

Drive it by voice or drive it by hand. Archie is a copilot, not a wall — every move lands in the normal Studio tools.

Open source · public release soon

Open code. Open weights. Yours to run.

Open code
Read every line — the kernel, the app, the model harness.
Open weights
Archie's per-discipline fleet ships with weights you can run.
Self-host
Runs on your own machine. No cloud, no API keys, no lock-in.
Public release soon
Pre-release today — star the repo to follow the launch.
Open the studio

Describe a scene. Watch it take shape.

Model, sculpt, animate, and render — Blender/Maya/Houdini-class breadth in one app, driven by Archie. Open source, on your machine.

Open source · free to start · public release soon