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Comment by kodefreeze

9 hours ago

I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com

Few things:

1. Opus 5 is just as good for this tbh and cheaper.

2. They don't generate optimized 3d models. They have high poly count for simple geometries.

3. A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes of the 3d model and then bake textures that include a lot more details like windows, doors etc with tools like Meshy. Can post a tutorial if there's interest.

The models need some more RL to be able to do this autonomously.

> Opus 5 is just as good for this tbh and cheaper.

It depends on the fidelity, there's a threshold slightly over "low poly" that Opus cannot get over. Once you get into creating foliage l-systems, or physical mob animation, or a house with realistic appliances, Opus is under the convergence threshold for a world model no matter how much time you give it, it will flail around and say it's done even though it's nowhere close to plausible. Fable takes forever but knows how to zoom in and out on the abstractions.

> They don't generate optimized 3d models. They have high poly count for simple geometries.

By default LLMs will do the quick prototype thing and slap some primitives into a THREE.js scene. Which is probably correct because most users don't know or care. But if prompted Fable will connect the manifolds/sculpt with a mesher, instance out the pieces, etc. and make you an efficient art pipeline. You can make it optimized. Just not in 10 minutes.

> A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes

You can also let Meshy make the geo and then fit it back to the world with PCA + BB's. Diffusion models are still 10x better at making physically plausible geometries than LLMs, plus they are faster all things considered. One technique I've found that works well is socketing; let the LLM generate the high level structure with blockouts for sockets, then slot in the higher poly objects that fit. Which is closer to the professional approach for world design.

I’m interested! I struggled to get goos detail on my Back to the Future Delorean 3D animation on my docs hero: https://contextify.sh/docs/

I posted this previously and people wanted more info so here is how I built it, with a deeper dive into some film scene recreation I worked on focusing on a scene from Apocalypto:

https://banagale.com/cinematic-canvas-ai-film-animation.htm

I’d love to improve the look of these things.

  • Did you animate a 3d model of the car? or its a fully procedurally built animation?

    • It is a 3D-ish model being animated by a procedural motion system, rather than a pre-rendered/model animation.

      The car started from a low-poly DeLorean glTF. I had the model rebuild the geometry into inline Canvas code rather than just dropping a model into three.js.

      The flight itself is procedural: position/rotation, hover, pitch, wobble, flames, camera, etc. are all driven by code and can be scrubbed/debugged.

      That link has a link to an interactive page where you can adjust the car’s path and when it reaches 88mph if you want to see.

      It is not mobile friendly atm, though.

      I would like to apply textures to the people and scenery in the gauntlet scene. Just haven’t had the time or tokens, as getting motion and pathing and camera angle right seemed the mvp.

Kind of interesting that most ai games want me to sign in.

  • i know... i suffered through a long load but im not logging in without having even a semblance of clue what the game even is unfortunately

why would you force me to login to see what the game is, I have zero information and you're asking me for a password or my google information. hostile and creepy.

  • Sorry, the game is still in dev and recently opened up for early access. I am working on a marketing page for the game that would link to the gameplay.