Luna you're welcome too
Out to make money. Mhm.
didn't you do your 3d modelling work in blender?
you said you don't see a use for 3d rn, but maybe people vibe-coding video games will need 3d assets
I use an industry standard 3D software called Maya. It used to be called PowerAnimator and was used to make Jurassic Park. Maya is used in countless movies, LOTR, Avatar, Pixar uses it sometimes for modeling, Transformers, MCU and so on. It's also used to make games.
Blender evolved into something really good and is as capable as Maya, but there's no point in learning another 3D software unless I'd actually use it over what I already know as they both do the same thing, know the same languages, can handle the same models and rigging etc. I believe the industry also uses Blender along with basically every other 3D software, but Maya is the boom digity it seems. Probably cause it's gotten it's foot i the door early, they are really do the same thing,
I do think 3D is useful if someone wants to make games, but I'd rather use Ai to model rig and texture, heh and even animate game assets in a day. Though I probably would animate the gameplay animations myself for more control. It takes long to model rig texture and animate a character, especially if it's multiple characters.
Not even studio's really model anything anymore, and if they do they'll use shortcuts to get it done fast. In 3D we cheat a lot for the sake of production and quality.
Here's a demonstration of some hardware rendering in Unity using a graphics mod. I lit this up myself, designed the characters. The room and everything else are assets I was able to just pull out of thin air and let it rip. Production.
These are also triangulated polygon meshes, game ready, so characters can be ripped, brought to Maya or Blender or Max or whatever 3D software, modified if anything, then sent to a game engine,
Long story short it's better to use existing characters as a base mesh for whatever you plan on making them out to be.

Take a bunch of images like so and bring it to Grok, and now you're a director directing an actor and actress.

Excuse the quality, I had to crunch it down.
^ Double click to fullscreen. Full shot doesn't seem to fit in here. That's a tech demo I made with an older version of Grok, so it does have a few mistakes I let pass for conceptual purposes. That aside...
Virtual novels made easy, or cutscenes for a game running the same models, or movies whatever. We're directors now. Movie Director, Program Director. Designer.
About modeling assets and game creation. I'll just leave this video here and you won't have to watch the whole thing, but you already know what's happening.
I imagine you'd like some oversight while you're getting your feet wet with Ai and 3D modeling.
If I really wanted to I can learn everything I need to know about Blender within a day. Just the basics, or whatever I do in Maya I can just look up how it's done in Blender. ( These interfaces have a lot of depth ) I have 2 Blender's installed. One just for Claude lol, but I never did anything with it yet. I'm disappointed about Claude Fable 5.
the trading stuff here is interesting
i am glad you have these ideas about server latency. i actually don't want to post too many ideas here. i'm tryp4 on discord. i have no idea about the trading end, but i know how to deploy servers, host agents (where they need to be fast), run cron jobs, run kanban with hermes and make a book when a boomer interacts with your agent on facebook and it has hermes + stripe backend to pay for it all. add me bro, maybe we can see something
Added you to discord. Yet again.
Yes we can learn shit from one another. My original plan was to convert a mining rig into an Ai machine, but it would've only had 16GB of RAM with a flimsy celeron processor, this is bad even if we plan on using Ai online with a harness, so I scrapped that plan and now making room for Hermes to move into my PC which I never wanted to do, I'll try to keep it contained on the drive it's on. You have Ai talking to people on Facebook marketplace eh ? That's very cool, you're a CEO.
For some days now Claude Fable 5 has been back. Lots of people are making games with it, seems nice.
Making games with Fable 5 is very pricy. Claude says Opus 4.8 is more than enough and it will do it at a fraction of the cost. I will totally use Opus if it's sufficient, so I might as well start with that.
Decided I'm making a game and will publish it on Steam. I'll be happy to swap out game assets for my own add tweaks and features. Little things here and there to give it face lift. Let the coding and enemy Ai be handled by Claude.
Claude is already waiting for my next command. It's funny with Claude, how persistent it is. Once we're going over shit, Claude is all. "Okay we'll start now" or, "want me to draft so and so out" I'm still brainstorming and the thing has me thinking, yes now. Listen. now. Not later. The hell right now. So it starts now.
I want to make something that can be done quickly. Thought of side scrollers, but that would require for me to make hundreds of levels, that or have the level designs generated by the Ai which might not be a good idea. Such a game would have to last a long time. At least as long as a typical Mario game.
Fighting Game I can do, but damn, it's so competitive I won't want this to be my first project. Been checking some out on youtube and if I did this, it would have to look as good as Guilty Gear, I wouldn't put out anything less.
RPG. Nope. Lots of mobs, lots of areas, will have to be really long, lots of work, lots of testing.
Dodgeball. There are a lot of these, maybe later.
But I got something, perfect. It's nothing new, just another one of these types of games. Making it 2 hours long is okay.
In the 90's RARE would use CGI to create game sprites. The Arcade Killer Instinct 1 is still the greatest looking of the franchise. They also created Donkey Kong Country implementing sprites made from fully rendered 3D. This is very smart, but not really done today. I'm bringing it back and I found an Engine that can do this.
So okay, i'm going to use 3D to make 2D character sprites and assets. I might not want it to look realistic, still need to come up with the art style but I do know I'm totally going to bake the sprites. Each sprite will be animated beautifully and I want there to be camera zoom so the stage can show more area when needed.
This game will have a built in gacha system, where the player can collect something in game, to then try their luck in summoning a new character. I will not make this game p2w, but if successful, I'll charge a little 3 dollar for any future expansions which comes with a massive payload of new characters and other content. Other than that, the player will have the incentive to farm and grind for the sake of leveling up each character, and collecting new ones.
Different game modes will have different payouts, so making a game mode where the players needs to use 3 leveled up characters to complete a task will grant more currency, which will be used for upgrading power, acquiring new abilities, and summoning new collectable characters. It'll be great cause games with this mechanic are usually very expensive so the majority of my player base can go nuts and compete with the best.
I want this game to be cheap. Maybe $15 bucks for the core game. 3 dollars per expansion which will probably be rare. Cheap enough for some gamer to buy it just to try it. I think 1 million sales is possible to achieve on Steam. Might as well put it on PlayStation XboX and Nintendo too, depending on how dark the game is. Also build a website where people can buy directly from me to eliminate whatever fees the other platforms hit me with, though I'm sure Steam will be the place where I make the most sales. If testing is fine I'll make it for Android and iOS too.
I'm seeing people doing big sales with far less than what I'm about to make. Honestly, making any amount would be a success in my opinion. By years end, one might laugh and say I only sold 200,000 copies, but that's good money after the platforms get their cut and taxes and by that time I can have other games out there doing shitty, or not.
This is going to get done, very fast.
In my #AirCraftCarrier #Sim #game you play as the commander of a carrier who's goal is to survive indefinitely. You build cities, develop space programs, and expand island to island, competing economically and militarily against #AI and other #PVP rivals. https://commslink.net/carrier00
Players start with a single carrier and 3 planes. They earn a steady income every 2 minutes to buy more planes or found a city on an empty island. Cities can produce taxes to raise your income. Other players can destroy your city if you do not defend it.
The red cities on the horizon are enemies. Fishing boats are what provide cities with food, but they require lots of room to find fish. Fishing boats competing for fish drive territorial competition in this game. Your city cannot produce more taxes if it cannot feed it's population.
The game is more like a social environment. The leaderboard ranks cities not by how large they are, but rather by how long they have survived in the game. Surviving for a long time, even when you are offline means having allies to defend you from sneak attacks, and a support network. Trade will be an upcoming feature.
My Carrier00 game is inspired by the text-based game https://area00.com
Please help me test it: https://commslink.net/carrier00. I will give testers permanent free premium status someday when that means something
Take pictures if stuff outside in public areas
use it as a texture for your weapons and floors and objects




