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.
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.
From a blockout to a finished shot
The asset moves through one continuous stack — no exports, no re-imports, no version drift between tools.
Block & sculpt
Start from a primitive or a described form, then push detail with dyntopo and multires. The high-res sculpt stays live.
Retopo & UV
Lay a clean quad cage over the sculpt — auto-retopo or by hand — then unwrap and pack the shells for texturing.
Shade
Build the look in the node graph with PBR materials, or pull a starting point from the parametric material library and tune it.
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.
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.
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.
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.
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 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.
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