These things always look impressive but I fail to see how they are usable beyond demos or simple games. In my experience the topology is often a mess and texturing is difficult as well
Fable 5.1 World Modeling
41–50 of 112 posts
Re: Fable 5.1 World Modeling
#42I 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…
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.
Re: Fable 5.1 World Modeling
#43I 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…
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 thi…
Re: Fable 5.1 World Modeling
#44This isn't what I expected when I heard "world model"!
ik, "world model" has too many definitions at this point. imo the bar is just: can it simulate the world.
Re: Fable 5.1 World Modeling
#45I 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…
> 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…
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.
Re: Fable 5.1 World Modeling
#46These things always look impressive but I fail to see how they are usable beyond demos or simple games. In my experience the topology is often a mess and texturing is difficult as well
i discovered doing this in claude design and i can tell you... it's useful in a professional domain. Although I am not going to share what I'm using it for, to keep an edge in my domain ;)
Re: Fable 5.1 World Modeling
#47Earlier quoted context omitted.
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 thi…
Did you animate a 3d model of the car? or its a fully procedurally built 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.
Re: Fable 5.1 World Modeling
#48Re: Fable 5.1 World Modeling
#49Cool. 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…
Re: Fable 5.1 World Modeling
#50Be nice to turn some of these into Counter Strike maps... mhmm...