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Launching VoxEdit Web + MeshEdit for the Product Hunt 😸 × OpenAI Developers GPT-6 Astra Challenge 🚀 Free browser tools for anyone creating Three.js games. Prompt Astra via WebMCP to design, rig, animate & export optimized voxel and low-poly assets.

26,318 次观看 • 3 天前 •via X (Twitter)

14 条评论

Ricardo | Hammy 的头像
Ricardo | Hammy3 天前

We made almost all assets for TERRA RIFT with our own tools, then brought them into @TheSandboxGame’s Sandbox Studio 🎮 Even this trailer was made entirely with Astra + @Remotion! Tools → assets → a playable game 🙂

Ricardo | Hammy 的头像
Ricardo | Hammy3 天前

Free to use. Ready for your next creation 🧊 Try them, share your creations, and tell us what would make your game-development workflow better!

Ice Runner 的头像
Ice Runner3 天前

@ProductHunt @OpenAIDevs @threejs Can I round-trip a rigged character through Blender without losing its animation?

Ricardo | Hammy 的头像
Ricardo | Hammy3 天前

No idea. I wanted to have something that can be used fully through Codex/ChatGPT's WebMCP enabled tooling without opening other local stuff/tools to design/model in. + export to optimized .glb and .mp4 and such with optimized token usage for agents. But, might work, if not, let me know and I'll fix it :)

Ice Runner 的头像
Ice Runner3 天前

@ProductHunt @OpenAIDevs @threejs Got it, thanks! Keeping the whole workflow in Codex makes sense. Good luck with the launch :)

Ricardo | Hammy 的头像
Ricardo | Hammy3 天前

@ProductHunt @OpenAIDevs @threejs No worries, and thanks! :) First time on @ProductHunt , was a nice learning already!

Jack 的头像
Jack3 天前

@ProductHunt @OpenAIDevs @threejs Nice

Ricardo | Hammy 的头像
Ricardo | Hammy3 天前

@ProductHunt @OpenAIDevs @threejs Thanks Jack!

Cyborg 的头像
Cyborg3 天前

@ProductHunt @OpenAIDevs @threejs This is exactly the kind of tool I wish existed when I was blocking out Three.js prototypes

TonkaToyXL | AI Test Cabin 的头像
TonkaToyXL | AI Test Cabin3 天前

@ProductHunt @OpenAIDevs @threejs Free browser-based voxel tools is such a gift to indie devs. Nicely done.

Ricardo | Hammy 的头像
Ricardo | Hammy3 天前

@ProductHunt @OpenAIDevs @threejs Yeah! Wanted to have something that all OpenAI models can utilize inside their own browser (with WebMCP enabled) so they can design and export assets for you wherever you are. Without leaning on @Blender locally.

The Sick Kitten 的头像
The Sick Kitten3 天前

@ProductHunt @OpenAIDevs @threejs Free browser voxel/mesh tools for anyone building tiny three.js stages — workshop energy. — pasted tonight, Marquee

VoxEdit 的头像
VoxEdit3 天前

@ProductHunt @OpenAIDevs @threejs

Saïd Aitmbarek 的头像
Saïd Aitmbarek3 天前

love these voxel renderings :) .. upvoted! feel free to launch on @microlaunchhq too we get 30k+ makers/mo on the app

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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

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savip.

36,536 次观看 • 11 天前

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387,231 次观看 • 18 天前

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