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Using MeshyAI alongside Blender with Codex/Astra for 3D game creation is such an unlock for higher-fidelity characters (the models aren't great at procedurally creating characters in my experience) My workflow starts by generating high-res image refs (in t-pose and nothing else in background) of target characters in Codex/GPT Image...

65,638 Aufrufe • vor 6 Tagen •via X (Twitter)

11 Kommentare

Profilbild von catman
catmanvor 5 Tagen

@MeshyAI the local studio page is a great touch, especially for catching broken rigs before they reach the game. does it also expose triangle count and animation previews, or is that still a separate Blender check?

Profilbild von Rishi
Rishivor 5 Tagen

@MeshyAI Yes!

Profilbild von 好奇的小逸
好奇的小逸vor 5 Tagen

@MeshyAI I am using Astra to create a Undead Dragon.

Profilbild von Rishi
Rishivor 4 Tagen

@MeshyAI Looks so sick

Profilbild von Mari Summers 💖✨📍RDC2026
Mari Summers 💖✨📍RDC2026vor 5 Tagen

@MeshyAI I needed this omg

Profilbild von Mari Summers 💖✨📍RDC2026
Mari Summers 💖✨📍RDC2026vor 5 Tagen

@MeshyAI THANK YOUUUU

Profilbild von MeshyAI
MeshyAIvor 4 Tagen

Great!!!

Profilbild von Ryan Campbell
Ryan Campbellvor 6 Tagen

@MeshyAI Nice!

Profilbild von GoalRival
GoalRivalvor 5 Tagen

@MeshyAI i've been seeing a lot of people mention Meshy. I'm going to have to try out this workflow you just posted once my usage resets!

Profilbild von Amanda King
Amanda Kingvor 5 Tagen

@MeshyAI Tool sprawl is the hidden tax on this stack. Per-call access beats per-tool plans when Meshy is only for characters and the model is the glue. Actionway meters all of it off one balance.

Profilbild von COBOX
COBOXvor 5 Tagen

@MeshyAI AI is changing how games are built. 🎮

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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 it to generate a clean front-view image. I uploaded that front view to ChatGPT and asked it to generate two additional angles: a back view and a 45-degree front-left view. I went to: I signed up with my email and translated the page into English. Then I opened Image to 3D and selected the multi-image option. You’ll see a diagram of a whale from several angles. Upload each reference image in its corresponding position, such as front, 45-degree front-left, and back. I selected the 1.5M-face option. This produces a very high-poly model, but don’t worry, we’ll fix that next. Once the generation is complete, download the model as a GLB file. From the Hunyuan homepage, open 3D Studio using one of the dropdown menus. Select the topology or retopology tool and upload your GLB. I chose the High setting to preserve as much detail as possible. After a few seconds, the model was retopologized. It kept most of its visual detail while using far fewer polygons. The original head and rifle didn’t look very good, so I generated them separately. I returned to ChatGPT and created dedicated reference images for the Gundam’s head and rifle. I generated each part individually in Hunyuan at the 1.5M setting, then ran both through the same retopology process. Next came the textures. Open the texture section, select the multi-image option, and upload the same reference images according to the whale orientation indicators. However, instead of using the original clean textures, I asked ChatGPT to recreate them with wear, rust stains, scratches, and other surface damage. This gave the Gundam a much older and more authentic appearance. Once every part was textured, I imported everything into Blender. You can ask Codex through MCP to remove the original head and rifle, or you can do it manually. Select the main model and press Tab to enter Edit Mode. Press 3 to enable face selection, then press C to activate Circle Select. Paint over the faces belonging to the original helmet or rifle. You can press X to delete those faces or P to separate them into another object. Then position the newly generated, more detailed head and rifle in their place. I demonstrate this process in one of my older videos. And that’s it. You now have a very cool 3D Gundam model! Afterward, I created the cockpit, separated the model into movable sections, and rigged everything for use in my Three.js game. That process deserves its own tutorial, though. If anyone wants to see it, let me know. Or just ask your AI, I guess. They seem to know everything these days. xD

Spectro

79,920 Aufrufe • vor 1 Monat