About
Built by 3D artists, for 3D artists
AssetMGR was built from real production experience, with one goal: an asset manager that's extremely flexible and completely future-proof. It supports an arbitrary range of asset types - its real power lies in how each DCC plugin chooses to import them, so the system never boxes you into how some developer thought you should use your library.
The problem with tailor-made assets
In our own studio work, we'd constantly make something tailor-made for a client - and then watch it get lost in the scene forever. So we built a first-class 3ds Max plugin that makes exporting an asset back to the library a single click and a few easy options. No detour, no excuse to skip it.
Automatic resource collection, one click proxy baking, Thumbnail straight from the VFB
A library that grows, not rots
Most asset libraries get more outdated over time. Teams keep downloading new assets but never save them back. AssetMGR flips that: because saving is effortless, the library grows organically and gets more complete the longer you use it. It's built to scale from a single artist to dozens of people sharing the same library.
Organization, without the busywork
Every library ships with a manifest template you can hand to an AI agent to organize your assets for you. Pair that with AssetMGR's built-in AI auto-tagging, and one person can add and categorize thousands of assets in a single day.
Any asset type
Import logic lives in the DCC plugin
Solo → dozens
One shared library, at any team size
AI-assisted tagging
Thousands of assets, organized in a day