Earlier quoted context omitted.
I'm really curious how GML-5.3-flash would do. Very affordable, and it seems to do pretty well with 3D modeling.
yes experimenting with it actually, will update here! in fact we've generated most of the tourist spots in sf, should be reflected in the repo soon too
Fable 5.1 World Modeling
101–110 of 115 posts
Re: Fable 5.1 World Modeling
#102Earlier quoted context omitted.
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 :)
The main character model and several structures in this scene.
There is raycasting and full physics.
Like you, I experimented in the early days and was getting these millions of triangles for each model - as if it was volumetrically filling it with vertices.
Then, some time later they started rolling out “smart” and low poly features that solved it for me. Now if I make a house, it has a point at each corner, not millions all within it - which is what made it so difficult to actually use, because of the algorithms that crawl through all those nodes.
Re: Fable 5.1 World Modeling
#103Earlier quoted context omitted.
> It works I'll believe that once I see it :) Have any actual viewable/browsable examples? Show us the wireframes, talk is cheap :)
https://youtube.com/watch?v=JZGjcLdfHPs The main character model and several structures in this scene. There is raycasting and full physics. Like you, I experimented in the early days and was getting these millions of triangles for each model - as if it was volumetrically filling it with vertices. Then, some time later they started rolling out “smart” and low poly features that solved it for me. Now if I make a house…
Re: Fable 5.1 World Modeling
#104Earlier quoted context omitted.
https://youtube.com/watch?v=JZGjcLdfHPs The main character model and several structures in this scene. There is raycasting and full physics. Like you, I experimented in the early days and was getting these millions of triangles for each model - as if it was volumetrically filling it with vertices. Then, some time later they started rolling out “smart” and low poly features that solved it for me. Now if I make a house…
I think you might have linked the wrong video, I don't see a single wireframe in close shot in that video :£
If I cared to prove how low the poly count is beyond a single HN comment - and if admitting to AI use to a gamer audience wasn’t suicide - you might get me to put a screenshot from Blender on the Community tab and talk about this topic!
But something tells me there will be some other excuse in your way ;)
Re: Fable 5.1 World Modeling
#105Earlier quoted context omitted.
I think you might have linked the wrong video, I don't see a single wireframe in close shot in that video :£
I did you one better and showed you a working implementation involving lighting, physics, and all the stuff you were worried about! If I cared to prove how low the poly count is beyond a single HN comment - and if admitting to AI use to a gamer audience wasn’t suicide - you might get me to put a screenshot from Blender on the Community tab and talk about this topic! But something tells me there will be some other exc…
Not showing wireframes is not "one better" than showing wireframes, when it's the quality of the meshes we're trying to get figure out, where lightning and anything else just distracts from actually being able to see it.
What I'm worried about, is this conversation continuing for even longer without any wireframes or actual .obj/.fbx appearing ever, and getting another non-answer why the quality of the mesh is no longer important or whatever, or for your particular art-style it doesn't matter, or ...
I just want to know concretely what quality people manage to get from it, because as far as I've tried various things, locally and remotely, the output (of the meshes) isn't very good.
Re: Fable 5.1 World Modeling
#106Earlier quoted context omitted.
I did you one better and showed you a working implementation involving lighting, physics, and all the stuff you were worried about! If I cared to prove how low the poly count is beyond a single HN comment - and if admitting to AI use to a gamer audience wasn’t suicide - you might get me to put a screenshot from Blender on the Community tab and talk about this topic! But something tells me there will be some other exc…
> I did you one better and showed you a working implementation involving lighting, physics, and all the stuff you were worried about! Not showing wireframes is not "one better" than showing wireframes, when it's the quality of the meshes we're trying to get figure out, where lightning and anything else just distracts from actually being able to see it. What I'm worried about, is this conversation continuing for even…
Re: Fable 5.1 World Modeling
#107Earlier quoted context omitted.
Did you animate a 3d model of the car? or its a fully procedurally built animation?
It is a 3D-ish model being animated by a procedural motion system, rather than a pre-rendered/model 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…
Re: Fable 5.1 World Modeling
#108I 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
#109I 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…
Please do post the tutorial. Also, your RTS looks great, I will definitely check it out!
Re: Fable 5.1 World Modeling
#110Earlier quoted context omitted.
> I did you one better and showed you a working implementation involving lighting, physics, and all the stuff you were worried about! Not showing wireframes is not "one better" than showing wireframes, when it's the quality of the meshes we're trying to get figure out, where lightning and anything else just distracts from actually being able to see it. What I'm worried about, is this conversation continuing for even…
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Yeah, obviously, so why you keep spamming about irrelevant stuff? Wireframes or GTFO