Fable 5.1 World Modeling
61–70 of 115 posts
Re: Fable 5.1 World Modeling
#62Re: Fable 5.1 World Modeling
#63Started the Matrix
Re: Fable 5.1 World Modeling
#64I 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…
Re: Fable 5.1 World Modeling
#65this is really neat. I wonder if people will start building open world games or "AR" games in the vein of Pokemon Go and Ingress based on similar tech. I've had a similar idea for a long time but don't think it was feasible before now due to AI
Re: Fable 5.1 World Modeling
#66Re: Fable 5.1 World Modeling
#67Re: Fable 5.1 World Modeling
#68Earlier quoted context omitted.
> 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…
> 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.
Re: Fable 5.1 World Modeling
#69Re: Fable 5.1 World Modeling
#70Or where can I explore the demo app? It seems like it's just a static page!
All you need to do is create the gh-pages branch! And then you have it at https://philolabs.github.io/fable51-worlds/kyoto-higashiyama