Print Your Vehicle

RESEARCH & DEVELOPMENT

From game mesh to print-ready model.

We're building the technology to automatically convert raw triangular meshes into clean, printable geometry, no manual work required. Here's where we are.

What we're trying to do

We have 600+ car meshes extracted from video games. These are based on 1:1 real car scans, accurate panel gaps, badges, body lines, everything. But they're triangle meshes optimised for real-time rendering, not for 3D printing.

Our goal is to build an automated pipeline that takes any of these raw meshes and outputs a clean, watertight, properly segmented model that can go straight to a slicer. No manual cleanup. No retopology by hand. Just input a game mesh, get a printable car.

If we crack this, every car that's ever been scanned for a game becomes instantly available as a print-ready scale model. That's the vision. For now; once we get the 3D pipeline sorted and the base ready, then we're gonna let the AIs touch this goldmine... IYKYK

The problem with the current meshes

Game meshes are built to look good on screen, not to be physically manufactured. Here's what makes them unprintable out of the box:

Triangle topology vs quad topology

Triangle-only topology

All quads are triangulated. This makes subdivision or smooth boolean operations nearly impossible without retopology.

The surface is millions of tiny triangles instead of clean rectangular patches. Like a mosaic vs smooth tiles. You can't reshape a mosaic without rebuilding it piece by piece.

Zero wall thickness vs solid shell

Zero wall thickness

Game meshes are infinitely thin surfaces. Printing requires actual volume. Shells need thickness, parts need to be solid or properly hollowed.

The car body in-game is like a soap bubble, infinitely thin. To print something real it needs material thickness. Like the difference between a balloon and a plastic container.

We need your help

This isn't a closed lab. If you have experience in any of the following, we'd love to work with you:

3D Topology & Retopology

Manual or automated quad workflows

Computational Geometry

Mesh processing, repair, booleans

Machine Learning

3D segmentation, shape understanding

Python / Blender Scripting

Automating mesh operations at scale

3D Printing Experience

Testing prints, slicing, tolerances

CAD / Sub-D Modelling

Converting meshes to clean surfaces

Whether you want to contribute code, convert a few meshes manually, or just discuss approaches, all of it moves us forward.

Come hang out, ask questions, share what you're working on.

No gatekeeping, no "prove yourself first" nonsense. If you're curious, you're welcome.

Join the Discord, we don't bite

What's next

Once one of our conversion approaches proves reliable at scale, we'll be expanding this page with full technical articles, documented pipelines, and before/after comparisons for every model. Until then, this is the working frontier.