Loading video...

Video Failed to Load

Go Home

I started using Blender through MCP about two weeks ago, and I quickly realized that you can build almost anything with AI. This model was created using Blender, Hunyuan3D, Gemini, and ChatGPT. Here’s how I did it: I opened Gemini, uploaded an image of the Gundam model, and asked...

82,151 views • 3 months ago •via X (Twitter)

46 Comments

Spectro's profile picture
Spectro3 months ago

testing gameplay

Arifi Labs's profile picture
Arifi Labs3 months ago

That's insane between 1999 and 2004, I worked on a Dragon Ball Z Quake 3 Total Conversion and a Gundam Quake 3 Total Conversion and this brings back memories of the models we pushed at the time. We were pushing around 5000 polygons and growing which at the time was quite high for 3D engines!

Kevin Ngo's profile picture
Kevin Ngo3 months ago

Looks nice! I also made mech like yours in my game using blender mcp

Spectro's profile picture
Spectro3 months ago

that was amazing! love the retro graphics

Stinky the Slime's profile picture
Stinky the Slime3 months ago

I think @IsThisA3DModel is going to have a bad time with this

Adrian's profile picture
Adrian3 months ago

The topology and textures are pure shit. Congrats.

Supernal's profile picture
Supernal3 months ago

Need this in my life but I'm already doing so much fuck

Spectro's profile picture
Spectro3 months ago

Dont worry, im making a video tutorial, you can just feed the tutorial into your coding Ai and i believe he will be able to do it all autonomously lol

Rob Lenza's profile picture
Rob Lenza3 months ago

I’d love to see that tutorial

Eason @ flick.art's profile picture
Eason @ flick.art3 months ago

You should also try out @flickartHQ ‘s new 3D Stage, blender like creation but the agent creates for you in seconds.

ni-zav's profile picture
ni-zav3 months ago

can i see the uv?

SabSnake's profile picture
SabSnake3 months ago

Now the worst part, weight painted, bones, animation.

IMTNF.eth's profile picture
IMTNF.eth3 months ago

Now the rogging and three.js tutorial pls

Spectro's profile picture
Spectro3 months ago

Chatgpt did the rigging for me lol

Marx Charle's profile picture
Marx Charle3 months ago

Wow

Superhero "Crypto" Ninja's profile picture
Superhero "Crypto" Ninja3 months ago

How much is the tencent service? Is it the same as

Spectro's profile picture
Spectro3 months ago

it was free in ten ent

Duke's profile picture
Duke3 months ago

this is pretty cool. Would love to see it!

ChrisMac's profile picture
ChrisMac3 months ago

Neat you can do that. But every game dev standard, that model is just horrendous. A lot of unnecessary geometry in places resulting to: Not subdiv ready. Shading errors Hard surface modeling nightmare. Bad optimization

Spectro's profile picture
Spectro3 months ago

The model is already low poly, made with polygen, its running on 60fps on a browser, with shadows, vfx etc

ChrisMac's profile picture
ChrisMac3 months ago

Low poly hides the issues and constrains the model to a single purpose. Shield, chest vents & circles on shoulders have so much geometry. N-gons on many parts of the model.

wohe's profile picture
wohe3 months ago

i have a question, i don't know much about 3d unfortunately but i'm trying to have ai create a simple orbit swish in retract and orbit swish out motion on a can product commercial that i'm trying to make, i genuinely do not know how to drive the blender mcp to achieve this.

Spectro's profile picture
Spectro3 months ago

like, product animation? i think you can tell mcp to set the origin of the camera to the can, or set thje camera itself as parent, so you can animate the orbit motion and then animation the camera closing in on an axis from the camera to the parent object, although i never done anything like this so im just guessing

工具家's profile picture
工具家3 months ago

😇😇😇😇感觉好麻烦

Sebastiano Mandalà's profile picture
Sebastiano Mandalà3 months ago

A simpler workflow would be nicer but it looks cool

One Node Lab's profile picture
One Node Lab3 months ago

Thanks for open sourcing your workflows

DeStatistical One Ton Noodles's profile picture
DeStatistical One Ton Noodles3 months ago

Sick

Robert Baker's profile picture
Robert Baker3 months ago

Yes, it’s great … I can use ChatGPT to help write a storyline, then generate concept art for characters by reading the storyline and then generate multiple views of characters than can be used by a 3d model generator like Meshy AI that can be edited by ChatGPT over the blender or Unity3d MCP interfaces.

Spectro's profile picture
Spectro3 months ago

yup, essentially a ford style production pipeline

Robert Baker's profile picture
Robert Baker3 months ago

Yeah, and it’s not a replacement for human artistry or talent as many people think - AI augments those things. I’ll be honest, I’ve been using Blender for about 8 years now and I LOVE not having to spend hours, days and weeks crafting 3d models from scratch anymore and to be able to go from 2d images to 3d models with ease! Reworking topology and textures sometimes, is much better than starting from scratch and the MCP interfaces are wonderful for a lot of things like repetitive tasks!😃💙👍

Spectro's profile picture
Spectro3 months ago

I started using belnder because of mcp and often i find myself doing stuff manually rather than using ai because its so satisfying

Robert Baker's profile picture
Robert Baker3 months ago

Yeah, I needed to simplify the geometry of a building done by a talented environment artist so I asked for a blend file containing planes with rendered from all sides applied to planes after switching all the textures to emissive. The original building mesh had lots of meshes for individual boards, so the vertex count was very high. ChatGPT did it all in one shot in just a few minutes. 😅🤣 But “cutting out” the walls and adding back normal maps, from the generated planes having the new textures, was a lot of fun. I know what you mean! 😃

Nick Venturi's profile picture
Nick Venturi3 months ago

this is cheating at 3d

Spectro's profile picture
Spectro3 months ago

pretty much, lol. i just spawned another 3 mechs in the blink of an eye too, right now separating the limbs to animate and then install the cockpit in them, i could make them super high detail too, but since im using threejs the low poly is fine

Court Reinland's profile picture
Court Reinland3 months ago

Great process. Thanks for sharing. “Ai enhanced” workflows are the hardest to find on here it seems. It’s either “I one-shotted this game with AI blah” or “watch me spend 300 hours of my life modeling this detail” haha 😆

Creadev's profile picture
Creadev3 months ago

Looks cool. You can take it to the next level and import this model and use it as an FBX/GLB inside Creadev ( which is a no-code platform for developing AA/Triple-i quality games, animations and simulations.

Kostya | AI's profile picture
Kostya | AI3 months ago

First candidate: Using Gemini to upload a Gundam model demonstrates how AI can transform simple images into complex 3D models.

Galactus García's profile picture
Galactus García3 months ago

Thanks for the explanation, but you skipped the rig and the animation parts. Why don't you share your process for doing so too?

cko's profile picture
cko3 months ago

Been using this workflow for a while now. The latest 3.1 model is very good. I’m still shocked we get 20 free generations per day for free at this level of quality.

smoker bruda's profile picture
smoker bruda3 months ago

Looks good

Daniel onyejefu's profile picture
Daniel onyejefu3 months ago

Am using chatgbt to generate frames for characteristics for 2d animation. Looking for interested fellows to do projects

dillzilla99's profile picture
dillzilla993 months ago

WTF is that topology? Jesus fucking Christ that is bad.

mmsdaus's profile picture
mmsdaus2 months ago

Absolute cinema! I am experimenting with unity cli, codex, Gemini 3.7 flash and ChatGpt, made a playable 5min 2d space shooter level in around 8h total

Aledandrea's profile picture
Aledandrea3 months ago

does it all for you

Sebastian Buzdugan's profile picture
Sebastian Buzdugan3 months ago

the hard part is mesh cleanup after hunyuan3d not the first model generation

Balazs Nemeth 🇭🇺's profile picture
Balazs Nemeth 🇭🇺1 month ago

Can you share which Blender MCP and how you use?

Related Videos

I got this custom scorpion rigged, animated and running in my game in one full day with AI. GPT-6 built the entire rig. My part was preparing the model and motion references, then giving feedback. After trying a few approaches, I found a workflow that worked: 1. Give it a model that makes sense. I generated the model with Tripo P2.0, then cleaned it up myself. Low-poly, optimized, split into logical parts. I think that preparation mattered a lot. GPT-6 works on the mesh through code. A manageable vertex count and sensible parts give it a clearer starting point for bone placement and skinning. 2. Show it the movement you want. I took a reference image of the character and used Seedance to generate side-view animation videos. I decided which animations the game needed and selected the takes with the movements I liked. Then I gave GPT-6 the model, the videos and that animation list. There was no existing rig to start from. 3. Compare the animation frame by frame. This was the idea I wanted to test: ask GPT-6 to compare its Blender animation against the reference video frame by frame, from the same view. That gave it concrete poses and timing to work toward. I could point to where the feet should be planted or when the tail should strike. 4. Expect to give feedback. A generated run can look like hopping. An attack can start with a jump you never wanted. Choosing the references matters, and a side view still leaves depth and hidden legs to figure out. It took several iterations. I explained what looked wrong and how I wanted it to move, and GPT-6 kept refining the animation. Once the walk worked, I also had it create left and right strafe animations procedurally from that walk. Those didn't need their own reference videos. By the end of the day, the creature was in Unity. I've recorded the full workflow, including the Blender setup and feedback process:

Stefan 3D AI

12,563 views • 1 month ago

GPT-6 made GTA 6 beach house using MCP tools! Running Astra only through Blender MCP didn’t work for me, since it was mainly using primitive shapes to build the assets. Now, with Atlas workflows and Tripo, that changed! Initially, I thought Tripo P2 would be the way to go: low-poly results straight into Blender. I tried it, but I didn’t get the results I wanted. Don’t get me wrong, P2 is great and a big improvement over P1, I just wanted more detail for this project. So I ended up using Tripo 3.1. First, I needed a good starting point. I gave Astra some concept art and YouTube links, and it generated great reference images to work with. With Atlas workflows, I used those references to generate images for all the individual parts. Using Atlas MCP, I exported them and automatically renamed everything based on the prompts. The next step was feeding the images into Atlas Batch Composer so it could run all the 3D generations in one go. I asked Astra to optimize the generated assets to either 5K or 1K triangles, depending on their form and size. After a few tests, Astra made the process faster and faster. I gave it all 70 high-poly assets and let it run. Astra then took care of the whole build. It imported the optimized assets into Blender and used the reference images to start recreating the house. I only had to give it directional feedback twice and manually rescale a few things. There were still a lot of parts, though. Each beam was a separate object, and I knew that wasn’t ideal if I wanted to export the house to UEFN or Unreal Engine. So I asked Astra to export only the unique assets. Then, using UEFN MCP, it rebuilt everything 1:1 while reusing modular parts like beams and windows. I really enjoyed watching it place all the pieces in UEFN, almost like watching a timelapse of the house being built!

Jerome | InsaneUnreal

79,583 views • 1 month ago

Only if education could be this interactive ❤️‍🔥 I've had a looong wish to build something genuinely useful through vibe coding, and I finally did it. A 3D human anatomy application built with Three.js using GPT 5.6 Sol. It all started with a single design image that I created using GPT Image 2.0. I then used it to generate every 3D organ image, one by one. Next, I converted each of those images into 3D models using Tripo (and no, they didn't sponsor this 😄). After that, I opened Codex, wrote a master prompt based on the design, and gave it the prompt, the design image, and all the 3D models. Codex built the first version beautifully, but there was one big problem. Every single 3D model was nearly 120-150 MB. That obviously wasn't practical for the web and was giving a performance of 16fps. After a few iterations, Codex optimized each model down to roughly 2–5.5 MB while preserving the visual quality, reducing the total asset size from ~900 MB to just 28.6 MB. And each model loads on demand. Along the way, Codex also generated those anatomical illustrations showing where each organ sits in the human body, and even created the interactive hotspot markers that explain different parts of every organ. It handled all of that. The process wasn't exactly one shot, but it also wasn't difficult. You just have to do it step by step. It genuinely felt like building something that could make learning anatomy much more engaging. The inspiration came from Dilum Sanjaya's 3D animal plant cell project. I remember seeing it and thinking, "I want to build something like this one day." And I did it :D Live: Code:

The Bugged Dev

2,127,963 views • 3 months ago

Probably I vibe coded a lil startup here? 😭 It has been such a loooong wish of mine to build some kind of 3D experience where I could customize a T-shirt in literally any way possible and it’s finally here. Built with Three.js using GPT 6 Astra, this is a full 3D T-shirt customization studio where you can visualize and customize a realistic shirt directly in the browser. That T-shirt itself was modeled by Astra using Tripo right inside Codex through Tripo Plugin. And you can pretty much do anything with it. You can paint directly on any side of the shirt using different brushes and colors, or even spray paint it in real time just like you would spray on a wall. There are also stickers generated using GPT Image 2.5 that you can place anywhere on the T-shirt, resize, reposition, recolor, layer, and customize however you want. On top of that, there’s support for things like fabric customization, sizing, layers, colors, and even wind simulation to push the realism a little further. Once you’re done, you can export the entire design as a 3D view or export individual images of the T-shirt so you could technically take the design, print it, and maybe even sell it. One of my favorite parts is how the spray painting effect works directly on the 3D T-shirt in real time. I also loved seeing how Astra managed to keep the whole experience performant across devices using a custom BVH implementation along with several CPU side optimizations. And the process of building it was super simple. I generated the initial studio design using GPT Image 2.5, gave that image to Astra with the Tripo Plugin enabled, and it basically handled everything from there. I didn’t have to separately generate a 3D reference, upload it to Tripo, download the asset, give it back to Astra, or manually coordinate any of that. Astra handled the entire flow on its own without needing any additional input from me. Really happy with both the process and how the final result turned out. Live:

The Bugged Dev

52,858 views • 1 month ago