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Asset maker for EDGE: new clothes and objects for Cyberpunk 2077, from a model to the game.
GamesTypeScript · JavaScriptGitHub @EdgemoddersOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗The EDGE asset maker for Cyberpunk 2077, a VS Code extension in the EDGE family. Bring a 3D model from Blender or an AI model service, and EDGEfab turns it into a new object or a piece of clothing that works in the game: materials and looks, the files the game needs, a name and an icon, and one click to try it in the running game. Or skip the UI: EDGEfab's MCP server lets REDagent or Claude do it when you say "make this model a jacket V can wear".
EDGEfab orchestrates the other EDGE tools: EDGEmat for materials and looks, REDcode for the project and the 3D viewer, REDbridge for game files, EDGEdeck and REDnode to try the result, and EDGEbuilder to place objects in the world.
EDGEfab is a fabricator, not a mesh editor: its goal is the whole game asset. Props, clothing, characters and NPCs, with their materials, rigs, animations, voice and records. Right-click an asset and Open in EDGEfab to change any part of it by prompts, in one place: "make the jacket green and the sleeves red" (through EDGEmat), "make an old worn trenchcoat" (through a text-to-3D service such as Tripo), "animate the pinwheel" (through Blender or Unreal Engine), "give this NPC a deeper voice" (through EDGEwave). Assets come in from Blender and Unreal Engine alike (meshes, materials, rigs, animations), and animation, imported or generated, is a key focus. In time, EDGEfab also brings free and royalty-free Unreal Engine assets into the game.
Read the docs · Build plan · Design · UE5 assets · Dev setup
[!NOTE] Status: F1 props, not released yet. F0's checks are done: Tripo's v3 API makes a textured model, and a prepared GLB imports over a game prop (2026-10-31 and 11-01); which collision is solid in the game is still open. F1, the first build, has started: the extension's Desk view, Import a GLB and Generate with Tripo, the step that gets a model ready for the game (size, levels of detail, textures), and the MCP server (
fab_make,fab_desk,fab_tripo). They pass the smoke test, but have not run in VS Code yet (unverified). Next: the collision check in the game, then Add to Project. There is no release yet. The phases are in the build plan.
| Path | Contents |
|---|---|
docs/ | Documentation site: the design and dev setup |
tools/brand/ | Renders the banner, icon and badges; activity.svg is the activity bar icon |
EDGEfab is MIT. Like REDcode, it talks to REDbridge (GPL-3.0, because it links WolvenKit) only as a separate process and never links it. This repository contains no game files and no data extracted from them. Single-player modding only. EDGEfab is not affiliated with CD Projekt RED.