3DGSBlenderCodexModeling2026-09-06·~8 min

Building an editable hall model
from 3DGS and captured images

I'm Kou Nakamura from LOCAHUN 3D.
For this project, I am using a hall captured with PortalCam to build an editable architectural model in Blender.
The goal is not to turn the visible 3DGS surface directly into a mesh. Walls, ceilings, railings and the stage are rebuilt as elements that can be selected and revised later.
Codex carries out the Blender work and comparison renders while I review the images and direct the geometry, materials and priorities.
This article covers the source data, the comparison workflow, the revisions and the differences that remain.

Editable Blender model of the hall based on 3DGS and captured images
The current model. The stage, ceiling, upper gallery, railings and equipment along the walls are being built as editable meshes.
Capture with PortalCam→Prepare 3DGS and source images→Overlay in Blender→Model with Codex→Compare matched cameras→Revise

01 Why build an editable model from 3DGS?

3DGS preserves the colour, light and arrangement of objects with an appearance that stays close to the captured place.
That visual fidelity is valuable for reviewing a location and finding camera angles.

Tasks such as moving one wall, changing the stage, or hiding a railing require conventional geometry.
This project therefore keeps the 3DGS as the record of the existing space while rebuilding the hall as editable meshes.

This is not an automatic conversionThe finished architecture was not extracted automatically from 3DGS. I use the scan and photographs as references, then build the required parts separately in Blender.

02 Use 3DGS and captured images for different purposes

The source material includes the complete hall 3DGS and the PortalCam capture data.
I extract the left and right camera images so that details obscured in the 3DGS can be checked from other angles.

Source images extracted from the PortalCam capture of the hall
Images extracted from the capture data. They help define thin elements and areas along the walls that appear blurred in 3DGS.

Use 3DGS to understand the complete spatial relationship and appearance. Use the captured images to inspect component shape and material.
Separating these roles helps prevent scan gaps and floating noise from becoming part of the building.

The extraction process is covered in Extracting 4K Source Images from PortalCam's Raw Data (.xbin).

03 Overlay 3DGS in Blender and compare matched cameras

First, import the 3DGS into Blender and place the model in the same coordinate system.
Then lock cameras for the stage, rear, sides, ceiling and upper gallery.
Rendering the model and 3DGS from the same position and field of view makes width and height differences easier to identify.

Early version of the hall model viewed toward the stage
An early model. The main walls and floor exist, but the ceiling, upper gallery, stage surround and many wall-side elements are missing or incomplete.

Matching the camera does not make 3DGS and CG lighting identical.
I separate brightness and colour differences from geometry, focusing on beam outlines, floor contact and the way parts overlap.

04 Build with Codex and redirect the work with images

Codex runs Blender scripts to add walls and beams, render the result and compare it with the original 3DGS.
I inspect the comparison images and direct which area to address next and how its geometry should be constructed.

Attempting the entire hall in one pass spreads incorrect assumptions across the scene.
I divide the work into the ceiling, upper gallery, stage and wall-side equipment, and review every area from more than one angle.

Do not model scan noiseFloating splats, gaps and movable objects present during capture should not automatically become fixed architecture. Areas that cannot be established remain documented as estimates.

05 Correct the construction of the geometry

An earlier version formed curved elements from chains of short cylinders.
The joints remained visible and did not read as architectural elements.
I redirected these parts into continuous geometry and checked their transitions at close range.

The stage-front panels also began with borders that were too wide and centres that were too deeply recessed.
Matched 3DGS views guided a slimmer border and shallower recess.

Stage-front panels before correcting the wide, deep borders
Before. The wide border reads like a heavy picture frame and produces a deep shadow.
Stage-front panels after making the border slimmer and recess shallower
After. A slimmer border and shallower recess move the profile toward the captured appearance. The exact joinery dimensions are inferred from images, not drawings.

06 Build the wood and other materials

Repeating one wood image on every panel creates an obvious CG pattern.
I used image generation to create different grain regions for the stage front and assigned a different region to each panel.

The generated wood is not a photographic texture of the actual material.
It is a generic approximation of colour and grain direction, not a claim about the exact species or pattern.
The border profile and finish brightness are adjusted together with the grain.

Check after exportA material visible in Blender may change when exported. I reimport GLB and FBX outputs separately to verify that the geometry and images remain connected.

07 Compare six locations with the original 3DGS

The following images show the current model and original 3DGS from matched cameras.
No overlay or image warp has been applied.
For each location, the model appears first and 3DGS second.

Stage

Modeled stage view
Model. The stage, galleries, ceiling and side walls are separate editable elements.
Original 3DGS stage view
Original 3DGS. This view exposes differences in the stage timber, column widths and the density of objects along the walls.

Rear

Modeled rear view
Model. The rear openings, walls, upper floor and railings are reconstructed.
Original 3DGS rear view
Original 3DGS. The real rear area contains more irregular detail; parts of the model remain too uniform.

Left side

Modeled left wall
Model. Mirrors, tables, railings and air-conditioning elements are separated.
Original 3DGS left wall
Original 3DGS. Differences remain around the equipment, columns and upper ceiling.

Right side

Modeled right wall
Model. Doors, wall surfaces, air-conditioning units and movable ballet barres are represented.
Original 3DGS right wall
Original 3DGS. Some equipment is still missing or displaced around the doors and wall edges.

Ceiling

Modeled ceiling
Model. Beams, ceiling surfaces and lights are editable elements.
Original 3DGS ceiling
Original 3DGS. The main heights are closer, but the light intensity and ceiling surface variation do not match.

Upper gallery

Modeled upper gallery
Model. The aisle, raised seating, chairs and railings can be edited independently.
Original 3DGS upper gallery
Original 3DGS. Transparency, floor wear and seating detail still differ.

08 Current limits and conclusion

Combining 3DGS with captured images makes it possible to build editable geometry while retaining a visual record of the whole space.
Repeated Codex modeling and comparison passes helped refine the ceiling, continuous curved elements and local details such as the stage-front panels.

This model is not yet suitable for commercial use.
Comparison with the original 3DGS still shows large location-dependent differences in wall positions and component sizes.
Hidden areas and component thicknesses include estimates, so the result is not a replacement for measured drawings or a construction model.

The useful pattern is not to ask AI for a finished hall in one pass.
Keep 3DGS as the comparison baseline, divide the scene into areas, build them separately and return to the same cameras after every revision.
At the same time, the MCP-based workflow used here cannot reproduce the hall completely on its own. The current result should be treated as a rough model and finished manually. The important part was recognising that limit and assigning the right resources to reach delivery quality. Professional review, correction and data management are still required after the AI pass.

Faithfully reproducing an existing real-world object is still a difficult task for current AI systems. AI can fill missing information with plausible geometry, but photographs and 3DGS do not reveal every dimension, component thickness or hidden structure. A local correction can also conflict with the global coordinates or neighbouring components elsewhere in the space.
AI is therefore useful for proposing forms, producing a rough model and repeating comparison renders. Faithful reconstruction still requires measured dimensions or drawings as constraints, followed by final adjustment by a professional modeller.

Run conditions and reference costThe generation model was GPT-6 Astra. From 12:50 JST on 5 September 2026 to the stop at 13:00 the following day, the elapsed time was about 24 hours 10 minutes, including waiting and review time.
The main-task log increased by approximately 251.74 million tokens: 247.69 million cached input tokens, 3.57 million uncached input tokens and 0.48 million output tokens. At the published API rates this is about US$307, or approximately ¥50,100 using the Bank of Japan's September 2026 reference rate of ¥163 per US dollar. This is an API-equivalent estimate, not the actual Codex app charge, and excludes sub-agent usage and local computer costs.
This work was carried out on the first day of GPT-6 Astra's public availability, while the production method was still being established. Predefining the work areas, locking the comparison cameras and narrowing each revision scope can further reduce elapsed time, token use and the equivalent cost.
3DGS / Modeling

Scanning real spaces and building editable 3D models

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Credits / Production

Production credit

Kou Nakamura
Kou Nakamura
Founder, Locahun 3D / Testing & writing

Founder of Locahun 3D (LOCAHUN 3D). Researches and tests capture workflows that combine 3DGS scanning with game engines and AI.

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This article is a production note from Locahun 3D / LOCAHUN 3D. Feel free to reach out about 3DGS capture, location scouting, VFX backgrounds, or AI production.

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WORKFLOW: PORTALCAM CAPTURE → 3DGS + SOURCE IMAGES → BLENDER + CODEX → MATCHED-CAMERA REVIEW → REVISION