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Givros

@givros • 3,398 subscribers

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

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Image-to-3D tools are leveling up fast. I tested img2threejs by Nick on a Canyon gravel bike from just one image, and the result is already super promising. Still early, but you can clearly see where this is going. Next, I’m going to test the exact same image in Blender and compare the final output. Repo below 👇

Image-to-3D tools are leveling up fast. I tested img2threejs by Nick on a Canyon gravel bike from just one image, and the result is already super promising. Still early, but you can clearly see where this is going. Next, I’m going to test the exact same image in Blender and compare the final output. Repo below 👇

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A reference sheet can now become a complete 3D asset and an interactive website. I generated the multi-view temple concept with GPT Image 2.0, then gave it to Codex + GPT-5.6 Ultra through Blender MCP. Blender was controlled entirely from the terminal. The model, materials, cameras, renders and exports were all generated through Python scripts. Codex then created a Three.js viewer where I can rotate the temple, switch between every angle and hide each architectural layer. The result still needs refinement, especially around the roofs and ornaments, but the complete image → Blender → web workflow is working. All from one prompt 👇

A reference sheet can now become a complete 3D asset and an interactive website. I generated the multi-view temple concept with GPT Image 2.0, then gave it to Codex + GPT-5.6 Ultra through Blender MCP. Blender was controlled entirely from the terminal. The model, materials, cameras, renders and exports were all generated through Python scripts. Codex then created a Three.js viewer where I can rotate the temple, switch between every angle and hide each architectural layer. The result still needs refinement, especially around the roofs and ornaments, but the complete image → Blender → web workflow is working. All from one prompt 👇

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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

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