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I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com https://playwarpact.com Few things: 1. Opus 5 is just as g
by kodefreeze 1mo ago
I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com 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.
- vismit2000 1mo agoRegarding your game shared here: https://news.ycombinator.com/item?id=48943351 https://news.ycombinator.com/item?id=48943351
- andai 1mo agoWait so Opus modeled your cool scifi buildings?
- deleted 1mo ago[deleted]
- lukan 1mo ago"Can post a tutorial if there's interest." There is.
- kodefreeze 1mo agoWill write it up!
- ElFitz 1mo agoThanks!
- kodefreeze 24d agoposted it here: https://news.ycombinator.com/item?id=49636173 https://news.ycombinator.com/item?id=49636173
- R_D_Olivaw 1mo agoHere, have another, Thank you!
- kodefreeze 24d agohttps://news.ycombinator.com/item?id=49636173 https://news.ycombinator.com/item?id=49636173
- kodefreeze 24d agoHere's the tutorial - https://playwarpact.com/blog/lowpoly-hybrid/ https://playwarpact.com/blog/lowpoly-hybrid/
- dakolli 1mo agowhy 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.
- kodefreeze 1mo agoSorry, 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.
- 8note 1mo ago[dead]
- bredren 1mo agoI’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/ 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 https://banagale.com/cinematic-canvas-ai-film-animation.htm I’d love to improve the look of these things.
- kodefreeze 1mo agoDid you animate a 3d model of the car? or its a fully procedurally built animation?
- bredren 1mo agoIt 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.
- kodefreeze 29d agomeshy.ai , tripo are good ones to use. They give you free credits as well. If you already have the low poly model its easy to apply textures for it.
- avaer 1mo ago> 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.
- kodefreeze 1mo ago> then fit it back to the world with PCA + BB's Can you expand on this? I've tried several AI 3d generators that claim low-poly output, and they're all far off. None of them decide what belongs in the mesh vs. what should be baked in with the texture, so the poly budget lands in the wrong places.
- Intermernet 1mo agoThis seemed to have been accidentally downvoted to death. Just vouched for it, as it's a normal comment
- avaer 1mo agoWhat I'm suggesting is if you want a certain semantic part of the scene to have a specific design or fidelity (say an interactive object, point of interest, character, or parts thereof), you can generate it via image and then use principal component analysis, bounding boxes, and a physics engine like Jolt to place and orient it programmatically into the right "socket" in your world so it aligns and joins correctly. The LLM can generate the high level spatial/semantic structure, and you can plug the assets into the right space. That works both at scene level and more locally (say a character's equipment they are wearing or holding). This kind of decomposition helps to get the art composed the way you want it, though it won't help with a runtime poly budget. But if you are intentionally doing low-poly style, it is doubtful you are (at least technologically) limited by having too many vertices on assets; you're limited by draws and submits and rendering architecture. You can push millions of animated polys with bells and whistles, postprocessing, physics etc, in the browser, at 90 FPS, on a macbook. You can have thousands of objects, but you have to cull/instance/share materials/atlas/etc, you can't just do `new THREE.Mesh` for each object -- which is what the LLMs will naively do by default unless you ask otherwise. If resource size is a problem, meshes compress/quantize well with things like meshopt/DRACO.
- maest 1mo agooh, it's "play war pact". I read it as "play, warp, act"
- brobdingnagians 1mo agoWarp Ship Politicians, warping around the galaxy enacting laws wherever they land. Could get some rather odd situations...
- hartator 1mo agoKind of interesting that most ai games want me to sign in.
- jatora 1mo agoi 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
- jve 1mo agoUh, I tried feeding 5.6 Sol High my 2D DXF drawings of my house floor layout & house exterior to generate 3D visualization within blender via MCP... and it was miserable. No understanding on how windows attach to walls, misaligned bearing walls between floors, gaps all around the places, chimney not continuous, windows don't line up and are in wrong places, house parts swapped. And still struggling when I explain those things - that it is a house and real-life architectural constraints should be taken into account. But I just had to keep prompting to fix this, that, redo this and that and then it breaks other things until I fed up. Part of it is probably struggle to understand the DXF and mixing up "wall lines" with "dimension/helper lines" (I tried also feeding PDFs) Anyways, if someone has an idea how to improve 3D modelling with AI or how to make understand 2D drawings to understand rooms/walls/square meters, etc - would be nice.
- datadrivenangel 1mo agoDXF is just a tough format. Get sol to visualize it first and use GIS algorithms on it.
- knollimar 1mo agoAre you passing well organized layers?
- iammjm 1mo agoPlease do post the tutorial. Also, your RTS looks great, I will definitely check it out!
- kodefreeze 29d agothank you! working on it, will post soon.
- kodefreeze 24d agoHere's the tutorial - https://playwarpact.com/blog/lowpoly-hybrid/ https://playwarpact.com/blog/lowpoly-hybrid/
- albertodenia 1mo agoAs you might have researched it, do you know if there's currently any AI model or arrangement of models that are able to produce truly game-ready 3D assets? Good meshes with appropriate poly count and good topology, decent UV maps and textures, etc. I've seen some products advertising that, but I'm not sure they are up to their promise, and I haven't had the bandwidth to research it in depth...
- laurentiurad 1mo agoI created a skill just for the 3d models. Works with Unreal Engine too. It generates an image using stable diffusion, then it transforms the object in the image into a 3d object using Hunyuan3D-2. You can check it out here: https://github.com/LaurentiuGabriel/unreal-game-assets-creation-skill https://github.com/LaurentiuGabriel/unreal-game-assets-creat...
- embedding-shape 1mo ago> Hunyuan3D I'd love to see a sample .fbx as a wireframe, because as far as I've tried that model and basically any other model under the roof that runs on less than 96GB VRAM and can spit out 3D, have had absolutely horrible outputs that are barely usable for anything else than lightweight prototype renders. I'd love to be proven wrong though, would help a ton with building higher fidelity prototypes of various things.
- fxd 1mo agoThey’ve gotten better. ~2 years ago the assets all had millions of polys and you couldn’t use them with raycasting or even loading the model without crashing the tab. Tripo, Meshy, etc all have “smart low poly” now as a paid feature. It works.
- embedding-shape 1mo ago> It works I'll believe that once I see it :) Have any actual viewable/browsable examples? Show us the wireframes, talk is cheap :)
- neverclever 1mo ago[dead]
- embedding-shape 1mo agoI think you might have linked the wrong video, I don't see a single wireframe in close shot in that video :£