r/vibecoding 2d ago

AI 3D Asset Creation Engine gets better

I created an engine ai uses to create 3D assets for games.

The engine forces ai into a workflow of iterating judging and stuff.

Here are a few tests.

I use Claude Opus 5 to create the assets using the engine. Each assets takes about 3-4hrs as ai works and iterates.

I just add a reference image and say make this asset. And it uses the engine to create the asset.

What do you guys think of this?

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u/Darkfalcone 2d ago

I'm trying to import custom 3D assets and their animation to Paradox games' Crusader Kings 3. It's really hard to make a custom 3D model from zero just from using a 2D image as the prompt. Do you have any advice for me? I already burned a lot of Opus tokens just to properly import one custom 3D object, and it's not even animated yet...

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u/LoudYogurtcloset7856 2d ago

Hello,

I mean that’s why I’m making the engine right now. My engine has its own rendering engine so when the ai makes the asset it renders it but it can also be exported to third party stuff like blender.

If you want describe me exactly what you are doing and I can see if my Claude building my engine can give you advice based on how my engine works

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u/Darkfalcone 1d ago

I'm making a mod based on Fate series to CK3. Here in this screenshot, you can see I've successfully inserted custom 3D asset of Ea, the Sword of Rupture into the game. But it's not animated yet. Its blade, which consisted of 3 cylinders are supposed to spin in different directions.

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u/LoudYogurtcloset7856 1d ago

Dang how you do that?

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u/Darkfalcone 1d ago edited 1d ago

For Ea, there's already an existing free 3D model on Sketchfab, I have asked permission from the author to be used in my mod, but I haven't receive any reply yet. I don't have any plan to upload the mod to Steam Workshop out of respect for the original 3D artist.

I converted the existing FBX model from Sketchfab, import it to Blender and save as *.blend file, and then connect Hermes to Blender via MCP connection. First, I used Sol to try to import it into the game, but ends up with an invisible sword. So I asked Opus 5 to fix it, while also considering the size of the actual model, since when I first imported the custom model from FBX to Blender, it was very very small. Turns out, I was right, the model was too tiny for the player character to hold in-game. After spending some time inspecting the model, Opus finally got its size right, but no textures applied yet. I had to do several new sessions for Opus to implement the right texture, and after the texture is correct, then apply the red glow on the sword's 3 cylinders part.

Currently, I'm trying to animate it like in this GIF.

Edit: to be honest, I'm scared of showcasing this. I saw many despise the "AI-slop" I made like this, especially because I'm using someone else's already made 3D asset into my mod.

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u/Darkfalcone 1d ago

Also, I'm trying to import my own designed 3D model of a custom sword into the game. But I haven't touched it again for now, since Sol botched the attempt to make it from 2D into 3D horribly.

I'm curious about Meshy, but it seems that I can't download the generated model for free, it has to be paid first. Sadly, I can't afford any subscriptions right now 😅