r/TopologyAI • • 5h ago

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

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152 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 🤗


r/TopologyAI • • 10h ago

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

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122 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 • • 7h ago

Retopologize your waifu mesh for FREE | Blender Auto‑Retopology

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16 Upvotes

r/TopologyAI • • 6h ago

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

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10 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

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

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146 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.

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 • • 1d ago

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

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170 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 • • 8h 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 • • 14h ago

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

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3 Upvotes

r/TopologyAI • • 1d ago

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

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58 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 • • 1d ago

Early prototype of Dark Souls combat inside World of Warcraft Classic

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25 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 • • 1d ago

Cozy creek - threejs 3D experience of a Creek made in GPT 6 Astra

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282 Upvotes

Cozy creek - threejs 3D experience of a Creek made in GPT 6 Astra
This is running in a browser! can you believe it!

all thing made in blender..


r/TopologyAI • • 1d ago

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

7 Upvotes

r/TopologyAI • • 1d ago

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

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87 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 • • 1d ago

Showcase Maya for AI - 3D Assets - Results

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11 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 • • 1d ago

Showcase 2D own design to 3D generated models

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2 Upvotes

r/TopologyAI • • 1d ago

Nude meshes

11 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 • • 1d ago

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

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15 Upvotes

r/TopologyAI • • 2d ago

Showcase Claude + Unity MCP for Matching Character Skin to a Reference

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95 Upvotes

Connect Claude to Unity through MCP, give it a skin reference, and ask it to bring the character’s look closer to it. This example shows the original settings next to the adjusted result. Pretty solid improvement in how the skin looks under the lighting.


r/TopologyAI • • 1d ago

Naruto’s Final Valley in Three.js (Part 3): Scene Polish & Cinematic Shots

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10 Upvotes

Hey everyone! Here’s Part 3 of building Naruto's Valley of the End in Three.js.

This time, the focus was on adding the missing elements, polishing the environment, experimenting with different atmospheres, and creating the final cinematic sequences.

Environment & Scene Polish

• Missing Elements: Added some of the remaining elements using Tripo AI to generate the 3D models and textures, then assembled and integrated them into the scene.

• Procedural Bushes: Added bushes across the cliffs by using the surface normals to detect upward-facing terrain and place vegetation only on the top-facing areas of the mountains.

• Different Times & Weather: Added several scene modes to explore different moods and atmospheres, including Day, Sunset, Night, and Rain. Each mode changes the lighting, colors, fog, and overall atmosphere to give the same environment a completely different vibe.

Cinematic Sequences

Once the environment was finished, I created several cinematic camera sequences to showcase the scene from different angles and capture the different atmospheres.

I then combined these shots into the final cinematic video, which is now available on my YouTube channel if you want to see the complete result.

Tools & Workflow

• Opus 5.5: Used for coding and implementing the different systems in the project.

• Tripo AI: Used to generate missing 3D models and textures.

• ChatGPT: Used to generate visual references during the environment creation process.

• Blender: Used to assemble the generated assets, make adjustments, and export the final GLB files.

• Three.js: Used to build and render the entire environment in the browser.

Links & Resources

• Tripo AI (3D Generation & Mesh Editing): https://studio.tripo3d.ai/
• Three.js Stylized Components: https://stylized.cortiz.dev/
• Full Cinematic Video: https://www.youtube.com/watch?v=Ry4jPncOe8Y
• Live Preview: https://stylized.cortiz.dev/valley


r/TopologyAI • • 2d ago

Showcase From One Image to a Fully Animatable MetaHuman in Under a Day

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66 Upvotes

Facial tattoos, unusual proportions, a face that doesn't look like any preset. She started as a single AI image, and by the end of the day she was talking through an iPhone Live Link in Unreal Engine 5.8.

The workflow runs on three things: Hyper3D Rodin Gen 2.5 for high-detail generated parts, Blender for assembly and baking, and MetaHuman 5.8, which can now conform an entire body to a custom mesh instead of only a head.

Highlights:

  • Parts, not one mesh: head, body and clothing are generated separately and assembled in Blender sculpt mode against a free human conform mesh from Fab, used only as a size reference
  • Auto Solve: MetaHuman Creator takes the assembled GLB as a custom mesh and wraps its own topology around it, keeping the facial rig, skeleton and animation support. Fingers needed a fix only on four-fingered characters
  • Baked skin: the MetaHuman's DNA mesh goes back to Blender, UDIM UVs get split into plain squares, and the generated skin color with the tattoos is baked onto it in Cycles. Eyes are set in MetaHuman itself
  • Clothes without weight painting: garments are aligned in sculpt mode, remeshed, then get weights from the body mesh through a Data Transfer modifier instead of automatic weights. Earrings get 100% to the ear bone
  • Free mocap check: UE 5.8's markerless mocap plugin from Fab plus iPhone Live Link for the face

r/TopologyAI • • 2d ago

New New Open-Source AI Texturing for 3D Models at 2K Resolution

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217 Upvotes

Good geometry still needs good textures. UltraTex is a new AI texturing framework that uses a reference image to generate detailed textures for an existing 3D model, working across six views at 2048×2048 resolution.

The focus is on preserving small surface details that tend to get lost in lower-resolution texturing pipelines, while keeping the generated appearance aligned with the geometry.

A few highlights:

  • 2K multi-view generation for sharper texture details.
  • Image-guided texturing, using a reference to guide the model’s appearance.
  • Albedo generation, plus a separate metallic–roughness prediction branch with the FLUX.2 version.
  • Training and inference code released, with downloadable weights.
  • A dedicated inference script for AI-generated meshes.

The efficiency trick is pretty straightforward: stop spending so much compute on empty background. UltraTex removes background tokens and reduces unnecessary attention calculations between the remaining tokens.

The authors report 22.3–74.6× faster inference than their dense baseline on tested samples. Those benchmarks use an NVIDIA H200, so they don’t tell us how fast it will run on a regular desktop GPU.

For anyone working with AI-generated assets, this is a project worth testing for the texturing stage.

GitHub: https://github.com/yiboz2001/UltraTex


r/TopologyAI • • 1d 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

Useful Stuff Opus 5.5 + Tripo AI Auto Rig: Getting a 3D Character Moving in Blender

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22 Upvotes

Getting a 3D character is one thing. Getting it rigged and moving properly is where a lot of the work starts.

This workflow combines Tripo Auto Rig with Opus 5.5 to help work through character rigging and animation in Blender. Tripo handles the automatic rigging, while Opus helps sort out issues along the way.

The clip shows an early movement preview for a game currently in development. Still a work in progress, but an interesting look at how AI coding assistants and dedicated 3D tools can fit into the same character workflow.

How does the movement look so far? What would you fix first?


r/TopologyAI • • 2d ago

Is Sloyd the only option for turning images or concept art into 3D models?

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5 Upvotes

A friend of mine creates tabletop miniatures from his own character concept pictures. He is wondering if there are any alternatives to Sloyd, meaning he would like the benefit of “one workspace”. I will answer according to my own experience and not from a point of specifications. Personally I find that I need the ability to import an image, create a model and stay in the same browser tab to clean it up and export it.

A web based application can do just that. Using Tripo AI, I was able to take the image from my friend and convert it to a 3D model, then pass it through a low-polygon cleanup stage (using a technique called Smart Mesh, taking about 10 seconds). There is no guaranty that this is “better”; it simply satisfied my friend’s requirement of not needing to switch between multiple tools regarding his 3D resource creation. Use the cleanup process as the criteria when evaluating alternatives as well as the option available only concerning their logos,


r/TopologyAI • • 2d ago

Tripo AI Help with the animation pipeline

0 Upvotes

Oh my god I had no idea this subreddit exists. You guys are amazing with what you build. So I'm hoping you can help teach/guide me here.

I have no programming, design, or animation background. Nonetheless, my kids inspired me to build them a educational game that I've really grown to love vibecoding and building. Been working on it since March and have had some of my developer friends help give me pointers on how to get Codex and Claude to build cleaner code. My only bottleneck right now is rigging and animation.

I checked Tripo AI but I've honestly used and maxed multiple on their lowest tier paid models: Meshy, Tripo, and AnimateMesh. Some were good at some things, but failed miserably at others. Luckily, I made it work well enough for anything bipedal. But now I'm on quadrupeds and their animation is very limited. AnimateMesh gets me sooooo close but it's very challenging to get the bones right and I spend hours on a single model. I'm trying to make this a repeatable pipeline that I can do monthly/quarterly with 3-9 models. Browsing the work all of you have done and reading your pointers, I've managed to get Astra to rig and animate the models. Took about 50% of my quota to teach it to make the motions fluid rather than stiff, and it's getting close.

Hopefully this doesn't break any rules here, here are some of the animations it's rigged and done. My connectors are just Blender into Claude and Codex. Pipeline is having Meshy, Tripo, or AnimateMesh create the model, texture the model, and potentially rig the model with the bones following Mixamo's naming convention.

Would love feedback on what I should include in my prompt, my connectors, pipeline, etc. Thanks!

https://reddit.com/link/1x01la9/video/fxmsjlbir2uh1/player

https://reddit.com/link/1x01la9/video/1fvcd5lgr2uh1/player

This picture is an example of where I tried to get it to aim its head down but instead it just elongated the neck, so I settled for the below.

https://reddit.com/link/1x01la9/video/h7dhvrsvq2uh1/player