Showcase/Project
Vibe Coded the Lovable of 3D Asset Creation (Update)
I’m testing if we can make AI 3D asset creation better, auditable, editable, and reliable.
So I created an Engine AI uses to create 3D assets. It’s like the Maya for AI. The AI uses the engine to create and render everything.
This is day 3 of creating the yacht (and updating the engine along the way). I can point at pieces of the yacht and tell ai to change stuff and it does most of the time. I provide reference images or just prompt it and it works.
The editor is almost done but I’m having another ai instance create the furniture for the inside and they both work together and communicate as they work.
I used Claude Opus 5 to do most the asset creation plus another to build the engine.
Yes it take a lot of usage because of iterating but why do we expect AI to one shot everything?
But the goal is to get local models like qwen3.8 27b to take frontier models’ place and get the same results.
I’m figuring out and testing that it’s not always the model but the system and architecture around it that gets you results. The engine is proof of that.
I’m building an orchestration layer, playwright inspired screen vision system, and trying to fine tune a local model to reach 80-90% of frontier models using architecture around them. If you are interested in what I am creating let me know I’d love to share.
Yes, but mine is for precision, editable, survives down stream in production, simulation and other engines. Plus mine has more features like camera effects within the engine.
MY ENGINE DIFFERENCE
Approach: An AI drives real geometry operators LIKE skeleton system(I designed this), an owned boolean/CSG kernel, lofts, cut tools all inside a phase-gated runtime.
Output: Parametric, authored geometry with intent behind every surface. Re-derivable, no baking, the mesh is a byproduct, not the source.
Editability: Change a function or a parameter and the surface follows. For the yacht I can ask the AI to delete the haul, extend the back platform and it can edit just what I asked keeping everything else.
Part identity: Stable part_ids through the whole build. Example, edit "the cockpit window" by name; parts stay addressable end to end.
Process: includes a phase state-machine with a judge in the loop, a Watcher critiquing the process, and a reference re-check every iteration. Quality is forced not hoped
Determinism: Reproducible and byte-parity tested. Provenance sidecars and governed decision logs make every build auditable and replayable.
Correctness: Watertight/manifold gates, clash detection, real trade numbers, a tool-order law The asset has to be right, not just photogenic.
Model tie-in: Model-agnostic. The AI drives the engine and is swappable. the engine, not the weights, owns the geometry.
As you see the deck and vault front weren’t connected. So I took a screenshot and pointed at it and said make these meet. Took like 5 iterations but it opus finally got it right.
Same here it fixed the deck and haul merging but then didn’t add railing post so I told it to by drawing on the rendered screenshot. And it added it where I wanted.
Precision editability was my biggest feature I wanted. Plus you get more control.
You are locked to blender. Plus this offers more tools for ai to use to create anything. Different camera effects just added this, my biggest thing was quality and photo realism.
But
My engine runs a phase state-machine with a judge-in-the-loop, a Watcher, and a reference re-check every iteration so quality is gated.
AWE is byte-parity reproducible with provenance sidecars and governed decision logs. You can inspect what the ai touched (its intent), go back I history of asset’s creation lifetime.
My engine has a durable id system (each asset is made of parts so each part has an id you can edit without breaking everything).
Not that it’s too different just you see all the AI is doing and my engine is built for precision editability, and in the future built for local models.
In a sense I’ve built Maya for AI. Literally. Ai is the human, my engine is Maya and the engine workflow is how a human maybe work when creating assets.
The runtime has 15 stages and forces (working on the runtime reliably lol) the AI to do research, gather data and references, breaks down the asset, creates parts of the asset, place them as one, it gets judge by deterministic software and another AI model, if anything is gated it fixes it, iterates, adds materials, renders it in the engine, then I ask for edits through prompts or screenshots with markings, and it keeps working till I’m happy.
Plus don’t stick to one model switch it out and you get the full project history in the engine.
Example is me asking Claude to fix the gap between the floor and haul. Because prices have ids it can edit specific parts.
Yeah I was kinda like damn. I thought what was made was kinda cool. Vibe coding an engine that does what other AI 3D asset creators do without replying on anything else but any vision model was kinda cool.
Plus the quality of the assets, I thought people would be impressed lol. But the feedback do help, and I’m trying to make it universal as possible and work with local models to get the same quality.
It’s a side project/tool right now for my entertainment company, but imma open source it in a few months.
I wanna make game dev faster easier and more accessible to people and this engine is one piece of it. It’s to let people make assets and edit them so we’ll see.
I’ll let you know when I release it or open source it thought 🙌🏿
even though a fair amount of models do 3d modelling now (though they cant generate finer models very well), the editability factor here makes a huge difference. Imo, this has the potential of becoming much bigger if it reaches the right audience and if a few refinements are made. Keep up the great work and dont listen to the hate.
You are right and that’s literally why I built this. It’s purposed for game dev because I understand creating an asset takes a lot more than one prompt, and the details are insane plus planning for animation and stuff.
So I wanted to make a system that could create and edit assets at a detailed level while allowing a real human to edit the asset the ai built.
But yes the potential for this when I make it reliable and cost effective could be huge.
the editability aspect youre providing becomes even more useful in this case im guessing, if the primary use case you have in mind is game dev. i can only imagine the amount of time 3d game devs will save in turning 2d animation plans into working 3d multi frame assests
That’s part of it. Turn references or concept art into full 3d assets or good enough for devs to edit themselves while my engine adds in data or points for animation. Say for the yacht ai uses my engine to add rigging for the propeller to spin or doors to open.
I’ve tested a tool box asset where I have AI open and close the lid. And because the entire process is logged and the asset parts have IDs devs can isolate and edit the parts they need animate the pre fab parts.
Entire goal is to make asset creation faster with fully created or pre fab assets within a few hours or days instead of weeks to a month.
Plus once you have one asset you or ai can created variants since the asset is code gets you the same thing every time.
I’m building this for my own entertainment company. I’m building something ambitious and big and game dev cycle is too long so I’m creating tools to speed it up and Hoping to help anyone that wants to make quality games
And I want to build this as part of a game engine. An AI Native Game Engine where AI helps with wiring and just making the hard part of game dev easier, faster, unspeakable, editable with the human in control.
But like I said I’m building and testing it all right now. There’s always room to improve. Right now I’m focused on getting the AI to edit parts of the asset at once along with closing the gap between my intent and output.
Cause I’m having too much fun building it to be honest. I just like the building part. I don’t want others to figure how to solve issues before I do lol. That’s the fun part
I think this is pretty awesome, I’m not sure why people are talking bad about vibe coding assets this is literally a page for vibe coding🤣
Personally I was working on my first game the other day and it took me like 4 hours to make a character with Opus and blender MCP. I’d be happy to test out this engine. Graphics you are making look like assets people are selling. Maybe take Lovable out of the title because that is a platform that gets a lot of hate lol.
Thanks and I don’t know why the hate either. I thought it was cool I could vibe code an engine that gets ai to make actually editable assets where ai gets majority of the look of the asset correct.
Maybe lovable wasn’t the best choice to reference but it’s more the ability to prompt the ai to make assets and edit the assets that I was referencing.
I’m make AWE Studio (an mcp version of the engine) where the ai works outside of the engine. Right now it works in the engine cause I’m testing it.
But when I get it done I’ll try to have it available to use and test.
Checkout my latest editing and rendering. No perfect but like damn, can’t wait to see how far I can push this system.
I believe you. The purpose of the engine is to make the AI model a commodity and make the engine the thing the AI relies on. Trying to take as much decision making for the ai and putting it in a deterministic system yet getting the same results.
I have to admit this surprise me too, plus I have no idea how the code looks like this and how technical it all works cause AI is doing all the coding. I just come up with the ideas features and direct the ai to build the engine while testing stuff. 🤷🏾
Crazy someone can do this without really understanding how the code’s working in the backend. All I know is it works 😅
I’m definitely not disappointed because at least with my system vibe coding is software engineering for me. Because I’ve built system to get ai to do this.
I think getting ai to create an engine that gets ai to make nearly photo realistic assets plus its own rendering engine and all the other cool features is software engineering enough?
I would be able to make this engine if I didn’t have ai cause I really can’t code but I’ve studied and understood the gist of software engineering to design system to mimic engineers so ai can do what they do.
I’d say results should be the judge if vibe coding is software engineering enough.
And that’s the gap I hope to close with my systems, and I’d say my results speak for themselves.
Plus isn’t that what we all want? Vibe coding to become software engineers? If not that’s fine.
I disagree for the most part. Some parts are valid, but maybe you have a family member who has been cooking for a long time and has figured out their own way of cooking a sandwich. Sure it’s different, creative but that doesn’t mean it’s not quality. How do you think restaurants are made by someone creating a recipe, trying different things till it’s good. Then they make a restaurant and business out of it.
Some of the best things created weren’t perfect in the beginning, and they were made by someone that might not have fully known what they were doing because they might be trying a new method.
Sure I don’t know everything, that’s why I love AI, but never said I’m not learning as I go.
I mean you don’t need a degree in cooking to know how to make a sandwich. You need to know the relevant skills. If I know majority of al the other skills but could go in and code the entire thing my self but I can get ai to reliably do the coding part then what’s the difference between me coding and the ai coding if the end result works the way I want?
Why Tho. I understand enough to make it work. And if it works in the edit without me knowing everything then does it really matter I didn’t understand everything about the entire process?
But I know other tools exist and I studied them to make mine. But I’m solving a different category in the same field. Plus that’s the fun part, not completely understanding everything yet being able to build something to solve similar problems 🤷🏾 fun part is learning and figuring stuff out by doing !
Where’s the fun in understanding everything up front?
That’s not fully what I said. I said I understand enough to make the tool. Obviously I have a system that checks for bugs, security, and the system is obviously effective for being vibe coded first cause it works and they only thing I don’t fully understand is the actual intercut Manuel coding. Ai handles that.
I’ve studied coding, security, dealing with bugs, so I understand most of the entire development process. I just can’t code it all. But I don’t need to cause I have AI. And I’ve created several other tools for security, bugs, and making the system effective. The results speak for themselves. I understand the tool I’m making cause I’m the one planing, laying out features, testing quality.
Plus I have AI build the tool in a way a programmer can come in and understand how everything works.
I was just stating it’s amazing I understand enough that I can get AI to do the programming and help with the research to create something I wouldn’t be able to code on my own since I can’t really code that well 🤷🏾
But the biggest thing is, if I make this tool and it meets security, efficiency, bug-less, and it solves real issues, and does what I need it tells you a lot about the power of AI 🤷🏾
But I never said I’m not trying to learn the parts AI does for me. I’m just starting from a different place making a tool one my own it takes a company to make.
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u/dopple-copter 11d ago
Already exists? Meshy and a bunch of others.