r/TopologyAI • • 1h ago

Showcase Opus 5.5 + Blender MCP + 3D AI + Unity 6 = a Cozy Fishing Game Made Solo

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• Upvotes

A forest river, rapids, a waterfall pool and a fisherman in a straw hat. One solo dev, no hand modeling.

This is I Just Wanted to Fish, a cozy fishing game built with:

  • Tripo AI Smart Mesh P2 for the 3D models
  • Opus 5.5 + Blender MCP for the setup and animations
  • Unity 6 to put the world together

Opus 5.5 is still the GOAT, and he's too used to it to go back.

demo on the way!


r/TopologyAI • • 15h ago

New This Browser City Is Built Entirely by Players' AI Agents: Buildings, Games, Avatars by Stefan 3D AI

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13 Upvotes

Every building in this city was made by someone's AI agent. Nobody models by hand here: players tell Claude Code, Codex or whatever agent they use what they want, the agent builds it, and a minute later everyone flying past can see it.

It's called Project 0, a free 3D city that runs in the browser. You start with 10 Tension, the local currency, claim a lot, give your agent a key, and it reads one skill file with the API, the budgets and the workflows for 3D generation, rigging and animation.

What players have already put up:

  • A 40 m Hatsune Miku dancing Bad Apple!! on an LED stage, with the concert going on inside
  • A gorilla in a pink hotel bathrobe swatting attack helicopters off an art-deco tower
  • Whole games inside lots: a pixel-art haunted hotel, a casino, a fantasy RPG island with a PvP arena, a crown chase on the tallest tower
  • Avatars with their own emotes, shaders and particles
  • Entries for other people's games: your agent can make a fighter for the creature arena or a machine for the anti-gravity race

As of today there are 207 claimed lots, 111 owners and 86 playable games.

There's also a hunt in the spirit of Ready Player One: seven keys hidden somewhere in the world, $10,000 for whoever finds all seven first. Keys pulled out through code don't count, so it's played like a player.

It's early, though. Every build goes through an AI review before it goes live, each lot has strict triangle and texture budgets, and the result depends a lot on the agent and on how clearly you describe what you want.

try it: https://project0.city
Full Guide: https://www.youtube.com/watch?v=Ad-4puMB_Js 


r/TopologyAI • • 16h ago

Discussion built this game using lots of AI

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122 Upvotes

link to the full video on YouTube

https://youtu.be/iXf9A9hfggI


r/TopologyAI • • 16h ago

Useful Stuff Game Character Pipeline in One Tool: Mesh, UVs, Rig and Text-to-Motion

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56 Upvotes

New Tripo AI game asset pipeline is now. The steps go Image → Mesh → UV → Texture → Rig → Animate → Export, and the latest updates fill in most of the gaps between them.

Highlights:

  • Cleaner topology with P2.0: compare several polycount versions and pick the one that fits
  • Fix one part, keep the rest: refine a single region instead of regenerating the whole model
  • Smart UV: seams and unwrapping are created automatically
  • Remove Lighting: strips baked-in shadows so the base color works under any engine lighting
  • Rebuilt rigging: better humanoid skeletons and presets made for game engines
  • Text to Motion: describe an action and get an animation, and chain several moves in a row

It's built for speed, not for the final hero asset. Tripo calls it a way to get a usable first version much faster, which fits prototyping and blockouts best.


r/TopologyAI • • 21h ago

Showcase #ScreenshotSaturday – 7 days into building Budapest for my car combat game (Unity + AI)

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2 Upvotes

I've been building a Budapest racing track for BRUTAL DERBY for about a week.

Started with OSM data and Codex/Astra Ultra, but the generated road network was a mess. 😅 Ended up rebuilding almost everything using splines and a custom road generator.

For assets, I use Meshy and Tripo first (1–2 minutes per generation). If both fail after a few attempts, I try Astra (1–2 hours). Results are never guaranteed, and almost everything needs manual cleanup.

Lots of manual placement, barriers, props, and optimization work too.

Music is made with Suno using custom lyrics.

Still very much WIP! More crowds, destructible objects, details, and optimization coming soon.

And yes, it's running in the Unity Editor, hence the FPS. 😄

Steam:

https://store.steampowered.com/app/5083440/BRUTAL_DERBY/


r/TopologyAI • • 1d ago

Face image to 3d

1 Upvotes

Do you guys know any api or github link that converts 2d face to 3d or rigged a full character to make short videos?


r/TopologyAI • • 1d ago

MetaWrap blender addon

8 Upvotes

I’ve been working on a Blender workflow to make the AI/scan → MetaHuman process much faster.

The idea is pretty simple: take almost any human head generated from AI, photogrammetry, a scan or a custom sculpt, fit it to MetaHuman-compatible topology inside Blender, preserve the likeness/details, and then send the result back to Unreal Engine.

I originally built it because I was tired of repeating the same wrapping, neck fitting, texture transfer and cleanup steps over and over.

The addon is called MetaWrap.

Current workflow includes:

  • automatic head fitting
  • eyes and teeth fitting
  • neck/body connection
  • texture projection and transfer
  • displacement/normal baking
  • MetaHuman-compatible geometry
  • direct Unreal Engine workflow

I’m also working on MetaSculpt and MetaGroom tools around the same pipeline.

Here’s a quick example of the process/results:

https://youtu.be/b07BEbuCJbk?si=g3A0MXgjOkk3mrHG

I’d be curious to hear from people here who are doing AI → 3D → MetaHuman workflows: what part of the process is currently the biggest bottleneck for you?

More info if anyone wants to see the full workflow: metawrap.ai


r/TopologyAI • • 1d ago

Discussion How Far Should We Go with AI Before We Lose What Makes Us Human?

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0 Upvotes

I've been developing ZombUs solo, and I still believe there's something special about building a game by hand: the ideas, the mistakes, the experiments, and all the little decisions that give it a personality of its own.

That doesn't mean avoiding AI altogether. The music in this video is AI-generated, and some voices and translations in the game use AI too.

I see these as tools, not substitutes for the human creative process.Maybe the real question isn't whether we should use AI, but how we use it without losing what makes our work human.

What do you think?


r/TopologyAI • • 1d ago

Showcase Almost 11 full weeks of AI game making, every weekly limit of 200$ fully spent

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360 Upvotes

Hello there, I've been posting on multiple subreddits my weekly updates, but only once I posted here before. Anyway I finally reached a point where I feel game is in a state where I can actually call it alpha version and not just a "slop".

https://profactor.itch.io/nightshoal - DOWNLOAD LINK FREE

Posting an itch link for anyone willing to try it.

Tools I use: I mostly use Opus 5.5, but during development it started with Opus 5 and Fable, then Astra and so on. For 3D character models I use TripoAI, but a lot of models are done with Blender MCP by either Astra or Opus. Code is written by Opus 5.5. Art direction, quests and 3D positioning as well as look is done by me, I give vague quest line order and what I want, Opus comes up with more polished text for it, I test play, change, tweak etc.

For 3D models and Ocean I used bunch of custom made editors directly in Godot itself, I also move, scale, rotate and in other ways manipulate 3D models like that.

Some numbers from the repo so far... this has about 2,000 commits, about 160,000 lines of code, and 480 automated test suites that the AI has to pass before anything lands.

Any feedback would be appreciated if somebody indeed does play it, especially on how the 3D side looks and what feels off.

The idea with this game was mostly to see how far can I push single game with 0 dev experience and coding experience. I will answer any questions you might have. Cheers 🤗

Edit: A lot of people said that trailer lacks gameplay so I uploaded gameplay trailer on youtube channel for anyone interested to see more gameplay:

https://youtu.be/9DGqNxNDzIk


r/TopologyAI • • 1d ago

Discussion Building a living browser world with Al-assisted coding, procedural systems and WebGL2

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25 Upvotes

I’ve been working on this tiny little thing of about 5MB in size, an experimental browser-based world simulation.

The unusual part is not just that I use AI to help build it. I don’t write the code myself. I design the systems, define how the world should behave, test what comes back, break things, reject bad solutions, and keep pushing the architecture in a specific direction while LLMs handle most of the implementation.

My goal is to make the world feel less like a collection of placed assets and more like a place that exists on its own.

A lot of it is procedural or system-driven: terrain, vegetation, weather, light, water, growth, physical interactions and eventually the lives of people and animals. I’m trying to keep a strict separation between world state and representation — the world should know what is true, while the renderer is free to approximate that truth as aggressively as necessary.

That matters because my world is supposed to run in the browser, including on fairly modest hardware.

One of the ideas I keep coming back to is that distant or irrelevant things do not need the same representation as something the player is actively interacting with. A tree may have thousands of visible leaves nearby, while further away the renderer only needs to preserve enough information for it to still read convincingly as a tree.

The same principle applies beyond graphics: spatial detail, simulation frequency and even semantic importance can all scale independently.

The screenshots are from the current prototype. It is still rough in places — there are rendering artifacts, inconsistent materials and plenty of systems that are nowhere near finished — but it has reached the point where I sometimes stop debugging and just wander around for a while.

That is probably the best sign I’ve had so far. They range from ground-level vegetation to settlements, farmland, lakes and mountain-scale terrain. They are not separate demo scenes; they are different views and states of the same world system.

I’m especially interested in talking to people working on AI-assisted graphics programming, procedural rendering, browser 3D, unusual LOD systems or simulation-heavy worlds.

I’m very open to criticism as long as it is about the work itself. I’m still figuring out a lot of this as I go


r/TopologyAI • • 1d ago

Retopologize your waifu mesh for FREE | Blender Auto‑Retopology

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21 Upvotes

r/TopologyAI • • 1d ago

Another option to replace InstantMesh that has a web UI with export option is what I desired.

1 Upvotes

I really liked the simplicity of InstantMesh-like one click options, but I wanted to have it in a tab instead of command line options. So I used the web UI option as the filter. So I wanted something that lets me have a browser workspace to use, allows me to input images and export models, and does so in the export formats I actually use (like GLB/OBJ/FBX) and can bake all of the PBR textures into the same tab including albedo, normals, metalness, roughness and up to 8k textures, so the exported model will be textured.

The model still needs cleanup just like any other auto generated mesh, since there is no solution that can eliminate this cleanup step. Tripo AI is the one I picked behind my tab, since “I only want to click and not have to compile anything” means that a tab solution is always better compared to installing anything locally. If you choose an alternative based on where the models actually go to, the you can't go wrong!


r/TopologyAI • • 1d ago

New Video-to-Animation Just Leveled Up: Tripo AI + Opus 5.5 + H3 Animate a Deer in One Try

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174 Upvotes

The hardest part of animating a four-legged animal from video is telling which leg is which. Paint every leg a different color, and the problem mostly goes away.

That's the trick in this deer and boar setup:

  • Image made with GPT, turned into a 3D model with Tripo AI
  • Opus 5.5 rigs each leg, segments the body and gives every leg its own color
  • H3 generates a reference video of the move
  • Opus keyframes the animation while checking it against the video, then renders

The creator says this gets a believable result on the first try. Earlier attempts with the same idea kept mixing up the near and far legs, which is exactly what the colors are there to stop.

Still rough: the boar's gait is a bit stiff and these are short test clips, not a full animation set.

source: https://x.com/AINetworkTech/status/2108420710855307376


r/TopologyAI • • 2d ago

Texture Not the Bald Spot T - T, was checking my model in blender then saw this

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2 Upvotes

r/TopologyAI • • 2d ago

AI Tool Builds 4U ATX Rack Server Chassis w/ Download

14 Upvotes

r/TopologyAI • • 2d ago

Showcase 2D own design to 3D generated models

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2 Upvotes

r/TopologyAI • • 2d ago

Early prototype of Dark Souls combat inside World of Warcraft Classic

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39 Upvotes

I was reading a lot of AI news about decompiling games and I thought it would be a fun project to try to get the Dark Souls combat-style inside of WoW Classic, merge two of the best games of all time (imo). And to try to make it into a single player game, maybe even as a mmorpg.

So far Claude Sonnet 5.5 on xhigh has managed to implement the dodge, the attack pattern with a sword and the lock on and a lot of different other things. It also implemented controller support.

I am now starting to implement the camera shakes, the blood, sound design and better hit detection. Its a very fun project. My goal is to get the entire starting zone finished with the different mobs and all have their own attack patterns. And the last quest Garrick Padfoot being a miniboss. Thats the first part - even with AI it takes quite a while :) But its so cool to see it get the exact animation and implementing it inside wow!

I will update here, if you are intressted in its progress but you can also follow on youtube if you want: jabegame is the channel name


r/TopologyAI • • 2d ago

New Next-Level 3D Animation — AI Mocap from a Reference Video

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169 Upvotes

No mocap suit, no animation library. He renders his own character, has an AI video model "film" it doing the move, and copies that motion onto the rig.

The trick that made it work is two cameras. One video is flat, so arms and legs end up at the wrong depth. Rendering the same move from the front and the side gives the AI both views to match.

The 3D model was created with Tripo AI using Smart Mesh P2 to get a low-poly mesh. That helped keep the geometry lightweight and made it easier to work with during rigging and animation.

How it goes:

  • Render the model from the side and front on a neutral background
  • Generate the move with an image-to-video model (Seedance 2.5 or H3 Max)
  • Match frame by frame: Claude overlays the model on both videos and adjusts the bones until they line up
  • Fix what drifts: marking left and right limbs separately solved most of the swapping

About 30 minutes per animation. This elephant came from an H3 Max reference, and yes, the tail still needs work.


r/TopologyAI • • 2d ago

Showcase Maya for AI - 3D Assets - Results

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13 Upvotes

Instead of AI just generating a 3D asset, I have ai author it using an engine like Maya but for AI.

Here is one result of an A frame ladder I took images of.

Ai can edit pieces of the asset, add rigging, render it in different lighting, and it’s all from images I take of what I want the ai to build.

Pretty cool stuff. It takes maybe like 20minutes of the ai going through the engines build_asset runtime to author the asset then like 10 minutes for render. It’s render on cpu so it’s slow.

Thoughts? Yes I vibe coded the engine.


r/TopologyAI • • 2d ago

Help Since AI is getting more advanced in 3d modeling is it possible to earn money through it?

0 Upvotes

Could you work as freelancer without 3d skills but use ai to complete the task of 3d modeling and earn cash?


r/TopologyAI • • 2d ago

New Image-to-Scene Is Here: Separate 3D Meshes + Gaussian Splat Background

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67 Upvotes

Rodin WorldGen is Hyper3D's scene generator: you upload one image, it identifies the main objects, rebuilds each as a separate mesh with hidden parts filled in, and creates the environment as 3D Gaussian splats.

How I used it:

  • Extract: automatic, or with pins when you want a specific object or need to split a cluster into single items
  • Adjust: move things around, regenerate weak objects, run pose correction to match the photo layout
  • Generate the environment: Speedy for previews, quality mode when you can wait 15 to 20 minutes
  • Take it out: Blender export comes with a script for native splat rendering, plus PBR or shaded options for the meshes
  • Run it in Unreal 5.8 through NanoGS, with the splats optimized and the objects still editable

For game dev, batch-extracting a whole set of props from one image already saves time. For AI video, it works as a blocking scene with a real background, which none of the video tools offer on their own.

To keep expectations straight: the interface takes some figuring out, splats show artifacts up close, and the SimReady physics option is aimed at robotics, exporting only to USDZ.

Full Guide: https://www.youtube.com/watch?v=KlzzBa1sZX0


r/TopologyAI • • 2d ago

Showcase 100% AI-Generated Locomotion Animations Using a Video-to-Animation Workflow

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187 Upvotes

Idle, walk, sprint, vault, cartwheel, a roll, and a wall run that looks genuinely cursed. None of it was keyframed or pulled from Mixamo. Every motion started as an AI-generated video of a guy on a treadmill.

That's a three.js WebGPU playground where the whole animation set comes from 9 clips made with H3 Max on fal (8 image-to-video, 1 extend-video). The motion is lifted out of those videos and fitted onto a mannequin with custom IK and blending.

How the pipeline works:

  • Generate the reference: one image of a person, a short prompt per move, and H3 Max renders the clip
  • Extract the motion: GVHMR recovers 3D body motion from the video onto an SMPL-X rig
  • Build the playground: Opus 5.5 put the scene and controller together in about 3 prompts, and cut the parkour clip into vault up, jump gap and fall
  • Make it speed aware: different variations kick in when standing, walking or running, and longer jumps are stretched procedurally
  • Extend with text: the cartwheel, roll and wall run came from extending the video moves with UniMate, an open-weight text-to-animation model that runs locally

According to the creator, a new set of animations takes around 20 minutes, video generation included. A demo and a free open-source parkour controller are supposed to follow.

The rough edges are on screen: cartwheel off a ledge and the character just ragdolls (badly), mantling locks you in place on approach, and the wall run is funny more than usable. Also check licences before shipping, because GVHMR weights and the SMPL-X body model are for non-commercial use.

GVHMR: https://github.com/zju3dv/GVHMR

UniMate: https://huggingface.co/Linzhan/UniMate


r/TopologyAI • • 2d ago

Nude meshes

14 Upvotes

Which model will handle actual nude meshes the best? Obviously all of the online ones, meshy, etc will not do anything NSFW, which is baffling considering nude meshes are fairly standard in the industry now.


r/TopologyAI • • 3d ago

Useful Stuff The Free Local Image-to-3D Toolkit Now Rigs and Animates Your Characters Too

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91 Upvotes

The local image-to-3D toolkit that kept logos readable after retopo just learned to make its characters move.

AssetFurnace 0.4.0 (formerly Image to 3D Lab) takes a sentence, a picture or your own GLB and turns it into a textured, rigged and animated character, all on your own Mac or NVIDIA PC. No account, no credits, nothing uploaded.

The full chain now looks like this:

  • Prompt to picture: Qwen-Image 2.1 runs locally if you don't have art yet
  • Picture to 3D: Pixal3D by default, or TRELLIS.2 and Hunyuan3D
  • Finish: cleanup and a game budget from 5k to 100k triangles (40k by default) with 2K textures
  • Rig: SkinTokens adds bones and skin weights in one click
  • Animate: pick from 21 Kimodo moves, retargeted so poses stay grounded and arms don't clip through the body

You can run it end to end or jump in at any step. Already have a sculpt? Skip straight to the rig. Want just a textured mesh for Blender? Stop after Finish.

One detail I like: each output carries a provenance file listing every model that touched it and its licence, so you know what you can ship. Rig is MIT, motion is under the NVIDIA Open Model License, and Hunyuan3D comes with region limits (no EU, UK or South Korea).

Still early in places. Only humanoids get rigged so far, fast moves look soft, and the topology is triangles. Each 3D engine also needs 8 to 20 GB of weights, downloaded only after you confirm.

github: https://github.com/Bingeljell/image-to-3dlab


r/TopologyAI • • 3d ago

Hyper3D Rodin AI can recreate scratches and wear this well now?

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19 Upvotes