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sato942MCP SERVER

Game Asset Generator

Turn a text prompt into a game asset from inside the assistant: a PNG sprite from `generate_2d_asset`, OBJ and GLB from `generate_3d_asset`, both rendered on a Hugging Face space you control.

by sato942 ↗Image GenerationCommunity

LABSCO SUMMARY

Bring your own Hugging Face space; it handles the rest.

The design decision that matters is that generation runs on a space you duplicated, so the GPU quota and the queue are yours and the server's job is prompt routing, retries and file naming. Two things to weigh before you build a pipeline on it: the documented release is 0.3.0, and the README opens with the owner saying to expect an update in June 2026.

What it is

An MCP server that routes text prompts to image and 3D models hosted on Hugging Face Spaces and saves the results to disk. 2D goes through gokaygokay/Flux-2D-Game-Assets-LoRA at 50 steps. 3D first generates an image with gokaygokay/Flux-Game-Assets-LoRA-v2 at 30 steps, then converts it on whichever space you duplicated: InstantMesh runs a multi-step chain (/check_input_image, /preprocess, /generate_mvs, /make3d), while Hunyuan3D-2 and Hunyuan3D-2mini-Turbo do it in a single /generation_all call. Files land in an assets directory and come back as asset:// URIs. Version 0.3.0, on the MCP TypeScript SDK 1.7.0.

What you get

  • generate_2d_asset — a prompt such as "pixel art sword" returns a PNG saved under assets and a URI like asset://2d_asset/filename.png
  • generate_3d_asset — a prompt returns OBJ and GLB files plus the intermediate image, with an operation ID for the long-running conversion
  • Two registered prompts alongside the tools: generate_2d_sprite and generate_3d_model
  • A choice of three 3D backends, picked by which space you duplicated; MODEL_SPACE_TYPE overrides detection with instantmesh, hunyuan3d or hunyuan3d_mini_turbo
  • Generation controls per space — MODEL_3D_STEPS, MODEL_3D_GUIDANCE_SCALE, MODEL_3D_OCTREE_RESOLUTION, MODEL_3D_SEED, MODEL_3D_REMOVE_BACKGROUND, and MODEL_3D_TURBO_MODE (Turbo, Fast, Standard) on Hunyuan3D-2mini-Turbo
  • Stdio for local use and SSE for remote (node src/index.js --sse), optionally over HTTPS with ssl/key.pem and ssl/cert.pem
  • Assets named with a prefix, tool name, timestamp and unique ID, and readable back through asset:// resource URIs
  • Every prompt extended with "high detailed, complete object, not cut off, white solid background" before it reaches the model

Requirements

Node.js 16 or newer and a Hugging Face account. HF_TOKEN and MODEL_SPACE are the two required entries in .env, and MODEL_SPACE has to point at a space you duplicated into your own account — <YOUR_USERNAME>/InstantMesh — because generation runs through the Gradio client against your copy rather than a shared endpoint. Duplicate one of tencentARC/InstantMesh, tencent/Hunyuan3D-2 or tencent/Hunyuan3D-2mini-Turbo. Install is from a clone: npm install, then npm start. Assets are written to ./assets inside the working directory, which you move by passing a path — node src/index.js <YOUR_PATH_TO_DIRECTORY>. SSE listens on PORT, default 3000.

Setup effort

Build from source — git clone https://github.com/sato942/game-asset-mcp.git