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Fable 5.1 World Modeling

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Re: Fable 5.1 World Modeling

#91

Earlier quoted context omitted.

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 thin…

They’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.

Re: Fable 5.1 World Modeling

#92

Fundamentally it’s an image model predicting out frames of a sequence. It’s not enough to call it just an image model though. Not quite video either because it’s so specific to rendering images of the world. Thus, “world model”? The problem I have with “world” is it should imply so much more depth. To me this is actually a “POV image model” or “First-person perspective model” (maybe we call this an FPM). There could…

I think perhaps you've misunderstood what the linked repo actually is? It seems to indeed be a 3d model of an area. It's not an image model, and nothing to do with frames.

You are correct - this is threejs and not video/generative rendering which I’ve seen a lot of.

I guess “world” works if interactivity and sound etc. are considered other modalities.

Video kinda has the same issue (for me) where the audio part of the video is not part of the model.

When I think “world” I think more than just the visuals. Like a “film” model to me would imply sound and more than just the video.

We typically call 3D art “models” too, so I guess it can’t be called a model model, idk the word “world” doesn’t seem right to me

Re: Fable 5.1 World Modeling

#93
post #91

Earlier quoted context omitted.

> 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 thin…

They’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.

> It works

I'll believe that once I see it :) Have any actual viewable/browsable examples? Show us the wireframes, talk is cheap :)

Re: Fable 5.1 World Modeling

#94
post #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?

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Re: Fable 5.1 World Modeling

#96
Nice! I had a similar positive experience treating OpenStreetMaps as the highest tier data source and then using screenshots to tune the aesthetics.

I wonder how high fidelity we can get these views using just ThreeJS and Fable5.1 iteration cycles.

Here is my Palisades Tahoe world that I made in a similar way: https://ski-red-dog-face.vercel.app/

Re: Fable 5.1 World Modeling

#97

Earlier quoted context omitted.

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.

There's some work going on at the Metaverse Standards Forum to progress these ideas with Web of Worlds ( https://webofworlds.github.io/ ). It's scope is a lot broader than VRML, it covers assets, identity, avatars, payments, etc. There's a link to the presentation at SIGGRAPH - https://youtu.be/N2_lb77gKQ8 .

I know a guy in LA who basically spent every waking minute of his life past year or two building a spec for this. Announced soon apparently. I’ve spent hours reading some of it.

Pretty damn compelling.

Re: Fable 5.1 World Modeling

#98
post #3

This isn't what I expected when I heard "world model"!

Agreed. Author should not be using this term. A world model, as I understand, is what an LLM is missing that a human brain has: in addition to a linguistically described world, we also posses a sensory model of the world, a physics model so to speak, against which the random token/thought chains generated by our brains can be validated.

Re: Fable 5.1 World Modeling

#99
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…

Are you passing well organized layers?

Re: Fable 5.1 World Modeling

#100
post #98
post #3

This isn't what I expected when I heard "world model"!

Agreed. Author should not be using this term. A world model, as I understand, is what an LLM is missing that a human brain has: in addition to a linguistically described world, we also posses a sensory model of the world, a physics model so to speak, against which the random token/thought chains generated by our brains can be validated.

[deleted]
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