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Fable 5.1 World Modeling

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Re: Fable 5.1 World Modeling

#11
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.

Re: Fable 5.1 World Modeling

#12
post #9

Cool. But the question remains, what is the point of this? I don't mean to pick on this project specifically, but it's indicative of AI usage in general. You end up with something that's like "wow an AI made this" but it's not really anything that interesting or useful in and of itself. I've yet to see a single agent generated piece of software above that bar.

Because it’s a very complex task to do especially with any level of quality and consistency.

Classical algorithmic approaches for data to CAD are quite unreliable heck commercial CAD software still struggles turning scanned 2D plans into sketches with any degree of reliability.

Something of this scale would normally require 1000’s and 1000’s of man hours in manual modeling, placement and quality control.

Some of the latest prompt to CAD agents and models I’ve seen are the most impressive use of AI I’ve seen in a long time.

At least for me this is rather exiting since it gives me the ability to turn many more ideas into reality as a hobbyist rather than spending the entire weekend in Fusion 360.

Re: Fable 5.1 World Modeling

#13

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 l…

"Can post a tutorial if there's interest."

There is.

Re: Fable 5.1 World Modeling

#17
post #9

Cool. But the question remains, what is the point of this? I don't mean to pick on this project specifically, but it's indicative of AI usage in general. You end up with something that's like "wow an AI made this" but it's not really anything that interesting or useful in and of itself. I've yet to see a single agent generated piece of software above that bar.

Why don't you try to do it yourself with Fable and compare it with this one? Even with AI there are still a lot of work, knowledge, and gotchas involved. What's the point of such comment?

Re: Fable 5.1 World Modeling

#18
post #13

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 l…

"Can post a tutorial if there's interest." There is.

Will write it up!

Re: Fable 5.1 World Modeling

#19
This reminds me of the experience VRML wanted to be 3 decades ago. The only difference is that links went to other worlds living on another server. But that seems trivial to implement with this.

Re: Fable 5.1 World Modeling

#20
post #19

This reminds me of the experience VRML wanted to be 3 decades ago. The only difference is that links went to other worlds living on another server. But that seems trivial to implement with this.

VRML was incredible. It's a "hypertext" markup language but instead of documents it produces 3D environments. It's a shame it never really caught on.
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