30 days to configurator-ready meshes
One session a day, 30–45 minutes, every one of them inside your own Blender with the LLM driving through the MCP bridge — you watch the viewport, take the controls when told, and every day ends with a named artifact. The only subject is the trailer. By day 30 you produce swappable, named parts the configurator can use, unaided.
How this works
Three rules. Every day ships an artifact — a .blend, a render, or a GLB with a date in the filename; if there's no artifact, the day isn't done. The LLM does the typing, you do the judging — you never need to memorise menus, but you must be able to say why a result is right or wrong. Skip nothing, stack everything — each day assumes the one before. Miss a day, do it next; don't compress two into one.
Week 1 — Read a mesh
You already have the specimen: the Rodin mesh sitting in your scene (15,696 verts · 38,557 edges · 23,332 faces). This week you learn to see what a mesh is made of and judge its quality on sight.
Vertices, edges, faces
- Toggle wireframe overlay on/off yourself (Z pie) and orbit the Rodin mesh for two full minutes
- Enter Edit Mode (Tab), switch vert/edge/face select (1/2/3), click around each mode
- Say out loud where the mesh is dense vs sparse, and why the roof needs fewer faces than the wheel
Why surfaces look right or wrong
- Turn on face-orientation overlay — blue is outside, red is inside; hunt for red on the Rodin mesh
- Shade Smooth vs Shade Flat on the whole body; watch what happens to the panel creases
- Learn the one-line fix (Recalculate Normals) and watch the LLM apply it
Quads, tris, n-gons
- Compare the Rodin mesh (AI tri-soup) against the June parametric GLB (clean quads) side by side
- Count triangles in the stats overlay on both; understand the web budget (≤100k for the whole configurator scene)
- Spot three places on the Rodin mesh where topology would fight a clean door cut
Origins, pivots, transforms
- See that "model" is ONE object; understand why the configurator needs ten
- Move/rotate/scale the object (G/R/S), then undo everything; find its origin point
- Place an Empty where a rear door's hinge pivot must go — your first pivot decision
Cutting a part out of a fused mesh
- In Edit Mode, box-select and Select Linked (L) on the Rodin mesh's wheel
- Separate the selection into its own object (P) and name it
wheel_L - Set its origin to its centre; move it away and back — a swappable part is born
Units, dimensions, the SPEC
- Read the Rodin mesh's dimensions (N panel) — it imported at 0.66×1.9×0.82 m, wrong
- Scale it so overall length = 2500 mm per SPEC v1.3; Apply Scale and understand why applying matters
- Sanity-check wheel diameter against the spec's 778 mm tyre
Judge a mesh cold
- The LLM imports a mystery GLB; you assess it unaided: tri count, normals, topology, scale, parts
- Score it against the five freelancer-brief acceptance criteria, verdict in three sentences
- Review the week's artifacts folder — anything missing, redo it today
Week 2 — Build the trailer
From reading to making. You build a clean-topology trailer from the SPEC — the "C method" body — learning the modelling moves that AI meshes can't give you.
The trailer in five boxes
- Model body (1500×1500×2000), nose block (500 deep, 430 face), two wheels, drawbar — primitives only, exact SPEC dims typed in
- Name every object to the brief's convention from the start
- Orbit and compare silhouette against the v9 render
Editing real geometry
- Taper the nose block to the 430 mm front face (Edit Mode, proportional editing off)
- Merge nose + body into one continuous shell; check normals after the join
- One bevel pass on the body edges — the 4 mm ACP look
Cutting the three doors
- Boolean-cut the rear 900+600 off-centre pair and the RH prow door per SPEC
- Inspect the cut topology — find the ugly triangles booleans leave and clean one edge loop
- Keep the cut-out pieces: they become the doors themselves
Pivots, parenting, hinges
- Set each door's origin on its hinge line (the Day 4 Empty logic, for real)
- Parent handles to doors; rotate each door open/closed to prove the pivot is right
- Name check:
door_rear_L · door_rear_R · door_front · handle_*
Wheels, fenders, drawbar
- Model one wheel properly (cylinder → tyre + rim), 778 mm dia, duplicate to wheel_R — outboard per SPEC
- Fenders 265 wide; axle line 800 from rear, 100 below base
- A-frame drawbar with coupler + jockey wheel from primitives
Solar, trim, awning bag
- 550 W panel (2278×1134×35) flat and centred; separate, toggleable object
- Trim belt 50 mm @ 600 from base as its own object (the recolour target)
- Awning bag on the side wall — stored state only for now
The parts manifest
- Every object named, pivoted, and listed in a README exactly as the freelancer brief demanded
- Hide/show each part from the outliner — the configurator's swap, done by hand
- Compare your build vs the Rodin mesh: where does each win?
Week 3 — Surface & ship
Materials, UVs, light, and the export discipline that gets a mesh into a browser at speed. This is where "it looks like our trailer" happens.
Base colour, metallic, roughness
- Build brushed-aluminium (body) and polished-aluminium (trim) materials; understand the two sliders that matter
- Rubber tyres, black RV paddle handles
- Flip roughness to extremes and see why "metal" is a spectrum
Why textures need a map
- Unwrap the body with marked seams; see the UV layout appear
- Apply a test grid texture; hunt for stretching
- Understand texel density in one sentence and check it across two parts
The 25-cladding-colour requirement
- Separate base-colour from the material so one value drives the cladding colour
- Swap 4 colours live via the bridge — the configurator's colour-picker, previewed in Blender
- Render the colour-convoy strip: same trailer, four claddings
The studio look
- Three-point light setup on a neutral grey world — the OHV configurator look
- Camera at the brief's ¾ front hero angle; depth of field off (product truth beats mood)
- Render at 1920×1080 and judge against the v9 reference renders
Out of Blender, into the browser
- Export GLB with the right settings (selected objects, +Y up, apply modifiers, PBR)
- Load it in a browser viewer; verify every part arrived separate and named
- File size + draw calls: know your two numbers
The web poly budget
- Decimate a heavy part and watch quality vs count; find each part's floor
- Texture sizes to 2K power-of-two; total payload under 5 MB
- Re-export, re-check in the browser on your phone
Ship it end-to-end
- From .blend to browser-loaded GLB in under 15 minutes, unaided
- The LLM breaks three things in a copy of your file (flipped normals, bad pivot, fused parts); you find and fix all three
- Write the export checklist you'll use forever
Week 4 — The AI pipeline
Now the generators join the loop you learned to judge. Each day one AI route runs against your Week-2 build, and you make the production calls.
Method A at full quality
- Re-run the trailer through Rodin above Sketch tier, multi-image input (v9 front + side + rear renders)
- Import via the bridge, scale to SPEC, compare against Day 8's blockout silhouette
- Verdict: what survives into production, what gets replaced
Fused blob → parts
- Run AI segmentation (3D AI Studio) AND manual separation (your Day 5 skill) on the same Rodin mesh
- Name and pivot the results to the manifest
- Score both against Day 14's hand-built parts
Method B
- Feed CubePart the parts schema from your manifest; generate
- Import, scale, inspect — are the boundaries where a builder would put them?
- Verdict vs Method A in five sentences
Best of A + B + C
- Assemble the production model: your Week-2 body, best AI wheels/tyres/awning, generated details
- One naming pass, one pivot pass, one scale audit
- This file becomes the configurator master
The 9-configuration grid
- Parameterise length and height to produce the 3×3 configuration family from the master
- Export the first three variants as GLBs
- Check the family lines up in one scene — the colour-convoy shot, but for size
model-viewer wiring
- Drop trailer-master.glb into a <model-viewer> page; rotate it in the browser
- Wire one part swap (door variant) and one colour swap in JS with the LLM
- This page is the seed of BYOT v2
Vren mechanics on real meshes
- Toggle solar/awning/kitchen parts per the unlock×level matrix
- Camp Score updates on toggle — the concept doc made real with your GLB
- List what the full Tier-2 build needs that today's demo lacks
Days 29–30 — Capstone
Prove the whole point: words in, configurator-ready meshes out, you in charge.
A part that never existed
- Design a NEW part by prompt (roof rack, or the slide-out drawers) — image → mesh → implement → segment → name
- Integrate it into trailer-master with correct pivot, scale, material
- Export and load it in the Day 27 demo as a swappable option
Teach it back
- Record/write the full pipeline in your own words — every stage, every judgement call
- Grade yourself against the freelancer brief's criteria one final time
- Decide the production question: which method builds BYOT v2, and what's the first client-visible milestone
Articulate/microsites/blender/training-artifacts/, dated. The LLM keeps the register; you keep the judgement.