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Givros

@givros3,287 subscribers

Build your next game from one prompt ⚡ Lifetime access to prompt 👇 https://t.co/9ZJpW3UDFD Open to Collabs 📩

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I gave GPT-5.6 Sol Ultra a full set of character references: front T-pose, four-side turnaround, idle, walk and attack poses. The goal was not just to generate a nice mage image. It had to rebuild the character in Blender, rig it, create 3 animations, export a real GLB and then build a complete Three.js showcase around it. The full goal was completed in 2h11. The pipeline works: the model loads in the browser, the camera can orbit around it, Idle / Walk / Attack are playable, and the page displays the real mesh, material and animation data. But the before/after also shows exactly where image-to-3D still struggles. The overall identity is there, but the proportions became much more chibi and blocky than the original reference. The hat lost its clean folded silhouette and turned into a striped curved tube. The face and eyes are too large and too bright, while the original had a darker hood with much smaller cyan eyes. The robe layers, shoulder shapes and front ornaments were also simplified too aggressively. The back is clearly the weakest part: the cape became a large smooth cone, most of the costume structure disappeared, and the head turns into a glowing purple sphere instead of preserving the dark hooded silhouette. Some gold trims are uneven, the hands are still rough, several parts intersect, and the materials look much more saturated and plastic than the reference. So no, this is not a perfect “one prompt 3D character” result. But going from a few generated references to a rigged, animated GLB running inside a custom web showcase in 2h11 is already a pretty interesting baseline. Now the real work starts: fixing the silhouette, rebuilding the back, cleaning the materials and improving the animations.

Givros

24,498 views • 1 month ago