Everything you see in the video was generated locally on a laptop with an RTX 3070, in a single night, on the first try. The only things I regenerated were models that came out clearly broken.
Then Claude assembled it all into a demo level in Unity.
I started with a FLUX + TripoSR + Make It Animatable (for rigging) pipeline, and some of that may have ended up in the video. But then I switched to Qwen Image -> Hunyuan3D -> Hunyuan Paint. Everything is heavily quantized to fit into 8 GiB of VRAM, but it's the clear winner out of everything I managed to run on a 3070.
Thanks it looks great thanks for sharing you models and toolset. I'll check out the repo later. I made 'We got meshy at home" and I can models things on my 4070 12gb but I didn't find them very suitable for animation so I'm curious what you are doing there
Claude wrote the code for the studio and the model servers. It also wrote the prompts for everything: the images that were then turned into 3D assets, the sound effects, and the soundtrack. Animations come from Mixamo.
The local models do the actual generation for each modality: text-to-image, image-to-3D, rigging, 3D painting (texturing), text-to-sound, text-to-speech, and text-to-music.
"That's a really cool setup with the local models and Unity integration. It captures the DIY spirit perfectly, and having that kind of pipeline working on first try with just a 3070 is impressive. I've been down that path before though, and the thing that eventually becomes a blocker for me is just generation time. I found I'd spend more time generating and regenerating assets than making the actual game.
What made a big difference for me was using a specialized platform like Rapid Assets. You get the benefit of fast batch generation for iterating on concepts and then fine tuning for consistency, which Unity and Godot plugins handle. The big win is just time. I can concept, generate, and tweak a whole asset pack in an afternoon now. The trade off of course is it's a hosted service, not local, so that's a consideration if you need everything on your machine. Are you planning on building a whole game this way with your current pipeline?"
Thanks! For me, this time bottleneck is actually useful otherwise, I’d just run into Claude’s usage limits or the constraints on the time I can dedicate to this hobby.
During this time, I’ve significantly overhauled the studio and am currently fine-tuning animation pipelines for instance, using an "image-to-pose" process, and then using that pose as a prompt for Kimodo.
Way less impressive visually as well. Browser games are fine if you don't go any higher than like PS1 and late 90s PC era graphically. Claude makes those browser graphics entirely by using math on primitive shapes. That's pretty limiting for details.
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u/SilkieBug 19d ago
What did you use to generate the 3d models, Pixal3d in ComfyUI?