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Low-poly 3D modeling advice?

A topic by plinth created 45 days ago Views: 79 Replies: 2
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Submitted

Question for my fellow AI-assisted devs out there. I've been struggling with modeling since, tbh, I suck at it. I use Godot and have tried modeling with primitives, CSG, and Blender. Trenchbroom has so far been the only thing I've really managed to learn well (which is great for level design). I've struggled to get Claude to help me with modeling, he usually produces pretty terrible models. We've gotten better, I've found that having him extract the geometry from reference images, and then building the model iteratively through conversation seems to work best. I'm working on a car model lately, and I had to throw away his initial draft and start with just the chassis. Then slowly mold it through diagrams and conversation. He an one-shot simpler models (like a basket and some yard shears), but more complex is a real struggle. Just wondering what y'all do for your 3D games. I'm going for a low-poly PS1-esque aesthetic. I think, in the end, my best bet is to just buckle down a learn a tool myself. It'll save me lots of time and tokens, and gives me something to do while Claude Code is doing what Claude Code does best: code. But, I'll probably wait till after the game jam. Has anyone had success with using AI to build good looking 3D models?

Here's the fun I've been having with Claude lately...


HostSubmitted

you can try this repository that has a lot of blender skills.

https://github.com/arjun988/blender-skills

Submitted

Oooooh, that's cool, thanks I'll take a look!