Concept to rig in under 15 minutes
One concept image to a rigged 3D character: ComfyUI, Tripo, Maya, ZBrush, AccuRIG, iClone.
Every tool behind my videos and my production work on Thresholds, sorted by what it does in the pipeline.
Some links are affiliate links. I only list tools I actually use.One orchestrator, one backbone, then the tools. Click an area to jump to it.
AI production orchestrator, powered by Claude Code. It plans, routes and checks the work across every tool below. Each agent supports a role I direct; none replaces the artist in it.How PXLnexus works →

My production tools. Tracking, bidding, library, review, and the tools inside Maya and Nuke that connect everything.See PXLsuite →
Scanning, virtual cameras and real-time sets.
Gaussian-splat capture hardware (PortalCam), on my Thresholds pipeline for scanning locations.
Brings Gaussian splats into Unreal Engine 5 and relights them. Part of the Thresholds pipeline.
iPhone virtual camera for previz against the Unreal set. I am building Maya tools around it.
Epic's real-time engine: Thresholds environments and rendering, and where my previs characters end up.
Polygonflow's world-building plugin for Unreal Engine 5. I work with it as a beta partner.
Generation inside a pipeline, not next to one.
Open-source, node-based engine for AI image and video. My character-sheet and shot workflows run inside it.
Google's image model. From one concept image it builds the full character sheet, with the views 3D needs.
Reallusion's 3D-to-AI tool: consistent AI actors, shot after shot, driven by the 3D character.
From an AI mesh to clean, rigged production topology.
Turns the character-sheet views into a high-poly, triangulated 3D model with PBR textures, exported as GLB.
The hub of my pipelines. I am an Autodesk Certified Professional and Approved Instructor.
Maya has no native GLB import, so I built this. One click brings a GLB into Maya.
My second free Maya tool: builds a client-ready asset presentation in seconds.
Sculpting, ZWrap and Decimation Master: from over 3 million polygons to 75K, UVs and textures kept.
Wraps clean topology onto scans and AI meshes. I am a Faceform beta tester.
Reallusion's character platform: clean, rigged production topology for the hero character.
Materials, texture transfer and rendering.
Texturing. I beta-tested it before the Adobe acquisition; texture transfer on IndyKid.
From a static mesh to a performing character.
Free auto rig from Reallusion. Under five minutes, no manual weight painting, no bone placement.
Animation and cameras: test the rig, pose it, animate it, export FBX for Maya and Unreal.
Real-time simulation.
Where the shots and the video come together.
Compositing, over 20 years of it. My PXLtools include tools for Nuke.
Thirty minutes, free, no pressure.
Tell me what you are working on and which part of these workflows is unclear, and I will tell you honestly what I would use and why.
If I am not the right help, I will say so.