Become a member

Get the best offers and updates relating to Liberty Case News.

― Advertisement ―

spot_img

‘I’m really scared he’s going to ask me to give the cat away’: Constant meows and sleepless nights push partner to the edge, but...

This pawrent is facing the classic early-morning cat conundrum: a rescued kitten, now a few months old, has developed a relentless habit of meowing...

Putting Ideas into Words

HomeTechLL3M: Large Language 3D Modelers

LL3M: Large Language 3D Modelers


LL3M: Large Language 3D Modelers






University of Chicago

LL3M uses a team of large language models to write Python code that creates and edits 3D assets in Blender.
Given user text instructions, the agents are capable of creating expressive shapes from scratch, and realizing
complex, precise geometric manipulations in code.

Whereas previous uses of code-writing LLMs for 3D creation have focused on specific subtasks or constrained
procedural programs and primitives, our method is able to create unconstrained assets with geometry, layout, and
appearance.

With high-level code as a 3D representation, our pipeline is natively a loop of iterative refinement and
co-creation: agents perform automatic code and visual self-critique, and users can provide continuous high-level
feedback. Further editing avenues are enabled by the clear code and the parameters transparent in the generated
Blender nodes and structures.

Pipeline overview

process diagram

Our method includes three phases: initial creation, automatic refinement, and user-guided refinement.
These are conceptual phases in the creation process; each phase involves different agent roles of its own.
The first
phase creates an initial shape, where implausible configurations, like a disconnected backrest, as well as
simplistic geometry are
automatically corrected and improved upon by the second phase. Afterwards, our system can accept
additional edit
instructions from the user, allowing for interactive and iterative 3D asset generation.

Generating and refining iteratively is thus the native mode of operation for LL3M.
More than just error correction, the pipeline realizes an iterative, coarse-to-fine creation process,
involving both automatic and user-guided refinement.

Gallery

LL3M is capable of diverse shape generation. The results showcase detailed parts (e.g.
the windmill architectural features) in intricate arrangements (e.g. the piano keys, the drum kit), and even a
rich appearance (the skateboard) and material properties (the glossy lamp base). A notable feature of our approach
is that each mesh is generated through interpretable, editable Blender code.

Consistent stylization

Starting from different initial meshes produced by LL3M and the same
refinement prompt change the style to steampunk LL3M successfully interprets and applies the same
style concept to each hat. Each stylized mesh produces distinct variations, including both geometric modifications
and appearance changes.

Material editing

Given an initial mesh produced by our system, our system is capable of editing the materials on a specific part of
the mesh (the blade of the knife), by creating comprehensive procedural materials via shader nodes.

Iterative creation

LL3M enables multiple successive edits of the same 3D asset. The
modifications are faithful to the user’s instructions, editing only the specified element while preserving the
character’s identity.

Interpretable code

Our method generates Blender code that is easy to understand and follow. The code
is well-documented with descriptive comments, clear variable names, and structured logic. This interpretable
code makes it easy to potentially change variables (e.g. the key width) or even algorithmic logic (e.g. the
keyboard pattern).

Transparent parameters

By generating shapes through Blender code, LL3M allows intuitive user edits by virtue of the interpretable
parameters transparent in the code and in the generated Blender nodes and structures.
For example, when generating a material, our system creates a full set of shader nodes. Users can then
easily adjust visual attributes, such as tuning the color or stripe pattern directly in Blender to achieve the
desired output.

Generality & reuse of code

Despite visual differences, shapes often share high-level code patterns (such as loops, modifiers, and node
setups) that recur across categories. This shared structure allows the model to transfer knowledge and generate
diverse, editable, and modular code from a wide range of prompts.

Scenes & hierarchies


LL3M is capable of generating multiple objects and arranging them with appropriate spatial relationships
within a single scene. Our system achieves this task using complex operations such as instancing and parenting
relationships to build the scene hierarchy.

The coding agent can also use parenting for more complex single objects, such as a lamp, when explicitly prompted
to.
Doing so generates shapes with a human-readable hierarchical structure with parent-child
relationships between parts within the scene. This enables scene graph behavior in Blender, where transformations
applied to a parent propagate to its children. Each part in the graph is also assigned a meaningful semantic name.

BibTeX

@misc{lu2025ll3m,
      title={LL3M: Large Language 3D Modelers}, 
      author={Sining Lu and Guan Chen and Nam Anh Dinh and Itai Lang and Ari Holtzman and Rana Hanocka},
      year={2025},
      eprint={2508.08228},
      archivePrefix={arXiv},
      primaryClass={cs.GR},
      url={https://arxiv.org/abs/2508.08228}, 
}

Source link