| ▲ | kodefreeze 2 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. | ||||||||
| ▲ | avaer 13 minutes ago | parent | next [-] | |||||||
> 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. | ||||||||
| ▲ | bredren 16 minutes ago | parent | prev | next [-] | |||||||
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. | ||||||||
| ▲ | lukan 2 hours ago | parent | prev | next [-] | |||||||
"Can post a tutorial if there's interest." There is. | ||||||||
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| ▲ | dakolli 43 minutes ago | parent | prev | next [-] | |||||||
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. | ||||||||
| ▲ | 8note 27 minutes ago | parent | prev [-] | |||||||
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