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Fable 5.1 World Modeling

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81–90 of 115 posts

Re: Fable 5.1 World Modeling

#82

what's going on with these overlays? the readme is presenting those as though they are evidence of the accuracy of the project, but its completely unable to line up the shots https://github.com/PhiloLabs/fable51-worlds/blob/main/union-... https://github.com/PhiloLabs/fable51-worlds/blob/main/union-...

AI generated everything. Dude probably didn't even look at the examples.

Re: Fable 5.1 World Modeling

#83

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…

Wait so Opus modeled your cool scifi buildings?

Re: Fable 5.1 World Modeling

#84
This demo is based on the wonderful (and actually hand-crafted) Three.js. It is a beautiful demo. The model expounded on the prompt and produced a very convincing web product based on Three.js. Wonder why wouldn't author try to produce this in plain WebGL... my guess - it is much harder and costly to do so.

So, I wonder when is Anthropic (or OpenAI (or... NAME_IT)) going to release one single stable super-working library that does... just anything, that we can then reuse the way these guys demonstrate somebody model's caps, while actually standing on the shoulder of giants.

Because they do stand on the shoulder of gigantic work done by Three.js team. Same goes for demos based on D3, imgui, etc.

Re: Fable 5.1 World Modeling

#85
post #53

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…

oh, it's "play war pact". I read it as "play, warp, act"

Warp Ship Politicians, warping around the galaxy enacting laws wherever they land. Could get some rather odd situations...

Re: Fable 5.1 World Modeling

#86

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…

As 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...

Re: Fable 5.1 World Modeling

#87

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…

I 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-creat...

Re: Fable 5.1 World Modeling

#89

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…

I 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-creat...

> 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.

Re: Fable 5.1 World Modeling

#90
post #77

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…

Uh, 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 tho…

DXF is just a tough format. Get sol to visualize it first and use GIS algorithms on it.
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