Blast one image
into a 3D world
Image Blaster turns a single image into an explorable 3D environment, meshed objects and sound through Claude skills. World Labs builds the world, FAL generates the 3D objects, edits and audio — usually in under five minutes.
Built on the tools you already trust
From one image to a world in three moves
Image Blaster runs the same loop every time.
Drop an image, blast it
Put a photo in input/, open Claude and hand over your World Labs and FAL keys. The skills stage a project and analyze the source image.
Generate world, meshes and plate
Marble builds the explorable gaussian-splat environment, Hunyuan 3D meshes every dynamic object, and the plate skill cleans the foreground out of the source.
Add sound and export
ElevenLabs adds looping ambience and per-object impacts. Every asset lands on disk, ready for Unity, Unreal, Godot, Blender or a Three.js app.
Everything the agent needs to go full blast
Analysis, image editing, world generation, 3D meshes and sound — all wired into one Image Blaster skill set.
Analysis that finds the objects
Reads the source image, describes the scene and picks which objects to mesh.
Explorable worlds from World Labs
marble-1.1 builds a navigable gaussian-splat environment (.spz) plus a panorama.
Meshes for every object
Hunyuan 3D on FAL turns each object into a textured .glb or .obj.
Pluggable image edits
Clean plates, object removal and reference cleanup through nano-banana or gpt-image-2 on FAL, chosen per request.
Ambient and object SFX
ElevenLabs generates a looping ambience for the world and physics-flavoured impacts for each object, post-processed to .mp3.
A live Three.js viewer
A React and react-three-fiber app ships with the repo so you can walk the world, inspect meshes and play audio while you iterate.
Eight skills, one repo, zero lock-in
Invoke each Image Blaster skill from Claude Code, or let the one-shot loop run them in order.
image-blast-uncover
Main image analysis: scene description, object list and the plate decision.
image-blast-world
Generate the static 3D environment from a source or clean plate image.
image-blast-3d
Mesh one atomic object with Hunyuan or Meshy and optional PBR.
image-blast-sfx
Ambient loops, object impacts and custom sound effects.
Skills
Eight Claude skills cover analysis, project state, worlds, meshes, image edits and sound.
Explore the skillsWhy teams choose Image Blaster instead of starting from scratch
See how Image Blaster compares to manual 3D setup or a generic agent.
| Feature | By hand Days per scene | Generic agent Guesses a lot | Most Popular Image Blaster Open source |
|---|---|---|---|
| Explorable world from an image | |||
| Meshed dynamic objects | Partial | ||
| Object-specific SFX | |||
| Clean plate generation | |||
| Disk-first project state | |||
| Live Three.js viewer | |||
| Any FAL model as escape hatch | |||
| MIT licensed | |||
| Learn more | Learn more | View on GitHub |
Image Blaster plugs into your 3D stack
Generation providers, engines and apps that Image Blaster drops straight into.
World Labs
marble-1.1 builds the explorable environment and panorama.
FAL
One key for 3D meshes, image edits and sound effects.
Hunyuan 3D
Textured meshes with PBR and low-poly options.
ElevenLabs
Ambient loops and object physics SFX.
Unity
Drop .glb meshes and .spz worlds into your scene.
Unreal
Import meshes and splats for real-time levels.
Godot
Use the generated assets in 4.x projects.
Blender
Refine meshes and render sprites from the CLI.
Three.js
A React and three.js viewer ships in the repo.
Electron
Wrap the same viewer as a desktop app.
glTF & OBJ
Meshed objects land as .glb and .obj you can import anywhere.
SPZ & MP3
Gaussian-splat worlds and post-processed sound effects.
Local-first, MIT licensed, no lock-in
With Image Blaster, your images, keys and generated assets stay on your own machine.
MIT licensed
Free and open source, with credits and rules included.
Bring your own keys
WORLD_LABS_API_KEY and FAL_KEY live in your local .env.
Disk-first assets
Generated files are written to worlds/<slug>; provider URLs are provenance only.
No hidden uploads
Images only reach the providers you explicitly call.
Hackable skills
Every skill is plain Markdown and Node scripts you can read and change.
Pluggable providers
Swap image-edit providers or run any FAL model through the wildcard skill.
Certified & Compliant with
What people blast
Real Image Blaster workflows that start with one image and end with usable 3D.
What ships with Image Blaster
A full Image Blaster workspace: skills, deterministic scripts and a viewer.
Claude skills
8 skills
Uncover, project, world, 3D, plate, image-edit, sfx and wildcard.
Node scripts
Deterministic tooling
Project state, FAL runners, the asset pipeline and SFX post-processing.
React viewer
three.js + r3f
Walk worlds, inspect meshes, play sound and tweak scene placement.
Your image next
input/
Drop a photo into input/ and tell Claude to blast it.
Where the blast goes next
Image Blaster's skills and providers grow with every world.
Image-to-world loop
Uncover, world, 3D, plate and SFX skills ship and run end to end.
React 3D viewer
Walk the world, inspect meshes and play audio in the browser.
More 3D providers
Meshy support alongside Hunyuan for mesh generation.
Animation & rigging
Auto-rig meshed objects and export simple loops.
Engine exporters
One-click Unity, Unreal and Godot project packaging.
Frequently asked questions
Can't find what you're looking for? Open an Image Blaster issue on GitHub.
What do I need to run it?
To run Image Blaster you need a clone of the repo, Claude Code, and API keys for World Labs and FAL. Node.js and Bun power the bundled scripts and the viewer.
How long does a blast take?
A typical image becomes a fully meshed 3D environment in under five minutes, depending on provider latency and how many objects you mesh.
What does it actually generate?
3D models (.glb, .obj) of the dynamic objects, a gaussian splat (.spz) of the static environment, a clean plate, and ambient plus object-specific sound effects (.mp3).
Can I use a model other than Hunyuan?
Yes. The 3D skill accepts a provider flag, and the wildcard skill can run any FAL model you name after you confirm it.
Where do my keys and files go?
Everything stays local. Keys live in .env and generated assets are written to worlds/<slug> inside your own clone.
Let's blast something
Questions, ideas or a world to share? Open an Image Blaster issue or send a message.