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Stefan 3D AI
@Stefan_3D_AI
Stefan Vaskevich: 3D AI Explorer. Sharing my insights.
28 Following    15.2K Followers
Finally! Rigged hair cards from a single image. HairDeck (Tsinghua + CMU + CUHK) takes one character image and builds a stylized haircut as separate 3D hair cards, with bone chains already attached. The hair sways when the head turns. Exports to GLB, or straight onto a VRM avatar. Code and weights are open under Apache 2.0. You get geometry and UVs, no textures yet. Local run wants Linux and CUDA.
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$63M in 2004. One weekly Claude limit in 2026. In 36 hours Opus 5.5 built a WoW-style game: 6 races, character creation, combat, a zone and a stone city. At pay-per-use prices that's about $2,400 (breakdown below). The original WoW took $63M to develop. A game millions of people love still takes talent. But the build itself is becoming the cheap part. What's left is an idea people fall in love with, and knowing how to show it. And almost anyone who ever dreamed of making their own game is about to get a shot at it.
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Singularity doesn't seem that dangerous if it's an anime song heh. Crazy cool idea @pleometric 😍
This video inspired me to really push Opus 5.5 and test its limits. I followed the general workflow Donald described here and the results are great
Guys, another milestone for my dream game: the full first-level roster is now moving and fighting in Unity! ⚔️ From skeleton archers to a knight on a white horse, I made the models with AI and got their combat animations working. 🐎 There's also a new UI with animated portraits, designed in HTML before being built in Unity. Episode 2 shows the process, including Tripo P2 + Smart UV and what it costs me to add one character. Watch here:
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Found old test I did with Opus 4.7 and tested with Opus 5.5. I left speechless. Difference between these two tests is only 5 months
Can you guess my new unit? It is actually on screenshot, can you find her🫢
Claude is back and it's really work for 3D. Opus 5.5 dropped, and I spent a day feeding it real 3D work: VFX, character animation, full scenes in Blender, every test mirrored on GPT-6 Astra at Max effort. It is seriously good. It did not win every round though, and those stayed in the video too. Full video -
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Day 15. Building the game I've dreamed of for 15 years with AI. A small dream came true today. I finally got to play the first level of my own game. I put together the startup flow and loading screen, then added music and a narrator to tell the story as you play. I also worked on the background sounds of nature and the environment. This took a ridiculous amount of listening. Over 200 music tracks and around 100 narrator auditions, across different generators. I'd been trying things and listening back over several days. Today I finally brought it all together. Gemini 3.1 Flash TTS really impressed me with the voices. That's what I chose for the storyteller. For music, Google Lyria 3.5 and Mureka 9.5 gave me the strongest results for this game. The opening uses Lyria, and I picked tracks from both for exploration and combat. Alongside all that, I kept working on the first level's gameplay: a day/night cycle, basic enemy AI and how the world reacts to me. Now I hit Play and just enjoy being there. Please watch the video with sound on. I spent days choosing what you're hearing, and I'm so happy with how it all feels together.
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Day 14. Building the game I've dreamed of for 15 years with AI. I saved the knight on a white horse for last. I was convinced he'd be a nightmare to animate, so I kept putting him off. Once I started, it was much more manageable than I'd imagined. Guys, don't be like me. Getting started was the hardest part. The model took the least time. I used Tripo P2.0 with the new Smart UV, and I'm so happy with how the horse turned out. I prepared the armor and kept the rider separate so I could rig everything properly. Big thanks to Tripo for this one. GPT-6 Astra helped me research the animation setup. I found a $19 horse-riding pack for Unreal, even though my game is in Unity. It had no combat, but it gave us a good foundation. I did some of the transfer manually. Astra helped bring the animations across and sort out the skeleton, then retarget and adapt the movement to my character. For combat, we took arm swings from Mixamo warriors and mixed in mocap I'd recorded myself. A bit of a Frankenstein, and it worked. This has become my favorite way to build animations. Almost every clip needs adapting. I had soldier animations that were about 90% right, except the footwork looked awful in my game. With Astra, I redid the legs and kept the arm and sword movement. Now I review a clip, point out what needs changing, and choose which movements to combine. I even had Astra make a little Blender tool for pose feedback. I can move an arm wider at a particular frame and save the pose with a comment. It can then use that exact pose to correct the animation. Much easier than trying to explain it all in words. The first characters took a lot of figuring out. With this workflow in place, the knight's full animation set took just a few hours. I finally have the complete roster for the first playable level, with all their animations and even some VFX. Sound effects and a bit more game logic are still missing. Seeing all these units together makes me ridiculously happy.
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Asked for Rig & Animation of 3D creature. Still can't believe it can handle that since Astra release. Opus 5.5 in my opinion does it even better, look jump and bite animations. Also, it worked 40 min against 65 of Astra. Seems I'm using Claude for my game animations and vfx now lol
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Guess the cartoon this scene is from. Opus 5.5 is great, but do not write GPT-6 off. This test asked for a fully procedural build of a rather famous scene, no imports, no generators. And here, to my eye, GPT-6 did it noticeably better. Both models ran on Max effort, both took about an 1.5h. Opus 5.5: 141 objects, 51-step build timelapse. GPT-6: 616 objects, 727-step build timelapse.
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Day 14. Building the game I've dreamed of for 15 years with AI. I saved the knight on a white horse for last. I was convinced he'd be a nightmare to animate, so I kept putting him off. Once I started, it was much more manageable than I'd imagined. Guys, don't be like me. Getting started was the hardest part. The model took the least time. I used Tripo P2.0 with the new Smart UV, and I'm so happy with how the horse turned out. I prepared the armor and kept the rider separate so I could rig everything properly. Big thanks to Tripo for this one. GPT-6 Astra helped me research the animation setup. I found a $19 horse-riding pack for Unreal, even though my game is in Unity. It had no combat, but it gave us a good foundation. I did some of the transfer manually. Astra helped bring the animations across and sort out the skeleton, then retarget and adapt the movement to my character. For combat, we took arm swings from Mixamo warriors and mixed in mocap I'd recorded myself. A bit of a Frankenstein, and it worked. This has become my favorite way to build animations. Almost every clip needs adapting. I had soldier animations that were about 90% right, except the footwork looked awful in my game. With Astra, I redid the legs and kept the arm and sword movement. Now I review a clip, point out what needs changing, and choose which movements to combine. I even had Astra make a little Blender tool for pose feedback. I can move an arm wider at a particular frame and save the pose with a comment. It can then use that exact pose to correct the animation. Much easier than trying to explain it all in words. The first characters took a lot of figuring out. With this workflow in place, the knight's full animation set took just a few hours. I finally have the complete roster for the first playable level, with all their animations and even some VFX. Sound effects and a bit more game logic are still missing. Seeing all these units together makes me ridiculously happy.
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I gave Astra one brief and it delivered the whole scene in Blender, camera direction included. All of it ran inside MiniMax Design. Astra sits there as the agent and talks to Blender over an official connector, so everything syncs straight onto the canvas. The final video is MiniMax H3, from the same canvas. #MiniMaxdesign# -
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@degenmaya @TesanaAI But all games are named already😁 Witch Moon TD - Baby BH - Wobbly War - Lucky Mak - Duck Blitz -
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Unreal Engine 5.9 is official, and it's about AI. Announced at Unreal Fest Seoul on Aug 20. The new stuff coming in 5.9: • More MCP skills: AI agents reach more of the engine • Epic Developer Assistant: project context, screenshots, direct links into the docs • Semantic Search: describe an asset, the Content Browser finds it Plus diffusion models as extra render passes on top of the real-time frame. Nano Banana Pro, ChatGPT Images 2.0, Seedance 2.0 and Ray 3.14 were on screen. Key segment in the next post.
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It finally happened: instead of a single 3D asset, AI now generates an entire 3D world full of editable assets. Tencent just dropped WorldClaw - an agentic system that builds and refines full environments inside Blender from one prompt. • Region-aware procedural terrain • Independently editable textured meshes • Automatic object generation + placement • Agents fix scale, pose and terrain contact • Scene construction and refinement in Blender Still very early and far from perfect, but this is a significant step toward actual AI-generated 3D worlds. Source:
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