Customuse retweeted
Another animal. Same workflow. Two iterations.
Elephant walk cycle, trunk and ears animated too. Still a few issues, but it’s already pretty clean.
What’s new this time isn’t just the mocap.
I built the model today with @customuse : Claude set up the node editor via their MCP, generated the elephant and the armor as separate parts, then assembled, rigged, and animated it in Blender with the mocap pipeline quoted below. It was quite easy task to do.
Next: a character riding it.
Very promising new mocap workflow using only a seedance 2.5 video as reference.
Got the idea from : youtube.com/watch?v=evK-Y83Q…
#vibecoding #mocap #b3d #motion
Customuse retweeted
opus 5.5, dragon boss full fight, WIP on @spawn, dragon by Savi in @Blender
character via @customuse + @tripoai + blender, feedback welcome 🙏
Customuse retweeted
I built an endless digging game in UEFN. Will publish it soon. Used UEFN MCP and Fable.
Very complicated management and caching systems.
Here is what I used AI for:
- Gem creation using @customuse
- Cube textures (20+) Codex imagegen
- Grass & other tileable textures (imagegen)
- Math
- VFX & Outline around the gems
- Level design (gave a mockup & my PlayKit visually identified appropriate fortnite assets then placed them)
And YES, i finally (after 3 years) found a way, with the help of Fable, to spawn endless healthful props WITHOUT needing the prop manipulator and still using Fortnite damage systems.
Customuse retweeted
building video game cars w/ @customuse node editor, makes it easy to chain 2D & 3D AI workflows
start with base image, break it up into views/parts, convert to 3D, your direction + agent driving via MCP
Customuse retweeted
1) generate models as separate parts via @customuse + @tripoai
2) connect agent to @Blender via MCP + CLI
3) guide agent to construct model from parts + rig + animate via blender
I tried @tripoai and kinda failed 😅
The generated models actually look pretty good, but the animations are terrible.
Do you guys usually rig/animate the models yourself, or am I doing something wrong?
Any tips from people actually using AI-generated 3D models in games?
Customuse retweeted
vibe coding game dev set up 👇 many tools now
I talk to @claudeai, which talks to @customuse + @Blender via MCP to create and edit 2D/3D assets w/ @NanoBanana + @tripoai for @threejs
we create a multi-view visual harness page for debugging in @googlechrome so the agent can assess itself and improve quality
Customuse retweeted
hey @alightinastorm I thought we couldn't vibe code AAA characters in @threejs?
built w/ @claudeai @customuse @tripoai @Blender
Customuse retweeted
Working on a new Roblox game, so I'm excited to see how this could speed up making assets. 👀
What superhero-inspired asset should I test first?
#roblox
Customuse CR 1 is live.
The first 3D AI model built specifically for Roblox developers:
→ Repaired, clean mesh geometry
→ Optimized UVs
→ Sharper and more detailed textures
Outperforms Roblox's Cube AI on every benchmark we ran – live now on Customuse.
Let us know what you want us to generate in the comments!
Customuse retweeted
Last week I built a full 3D AI asset pipeline inside @customuse and honestly it was kind of mind blowing how fast it came together. Here are my key takeaways 🧵:
Customuse retweeted
Testing @customuse to improve the 3D assets in my game. Pretty clean user experience so far.
Start with an image > break out to parts > make edits > 3D > retopology, all driven with the built in agent.
Customuse retweeted
Every creator knows the creative part is rarely the slowest part
it’s all the tiny repetitive tasks before the work even begins
Glad to see someone focusing on the last mile instead of adding more buttons
Introducing Customuse Plugins Ecosystem - starting with Unreal Engine
Game production's most tedious work isn't the art - it's the last mile. Import the asset, rename to studio convention, wire material nodes. For every asset.
Now it just happens in a click.
Take the busywork off the artist, give them back the art.
Customuse retweeted
Testing @customuse to improve the 3D assets in my game. Pretty clean user experience so far.
Start with an image > break out to parts > make edits > 3D > retopology, all driven with the built in agent.
Customuse retweeted
The best tools don't just help you create, they eliminate everything that gets in the way of creating.
Automating the tedious "last mile" of production is exactly the kind of workflow improvement AI should be delivering.
More time making, less time clicking.
Introducing Customuse Plugins Ecosystem - starting with Unreal Engine
Game production's most tedious work isn't the art - it's the last mile. Import the asset, rename to studio convention, wire material nodes. For every asset.
Now it just happens in a click.
Take the busywork off the artist, give them back the art.
From a single image to a fully rigged character in UE5 — using nothing but @Customuse3D's node pipeline.
Full Video: youtu.be/HRqKMWcL0yA
#UE5 #3DArt
Customuse retweeted
I might lowkey make an AI movie with all of the big Roblox Youtubers characters 😂🔥
Customuse been cooking up some cool stuff recently…
Customuse retweeted
Wow! The AI is good for making concepts and making gfx for beginner devs for their games easier,the fact that u have to do poses,scene,concept yourself just makes me happy instead of these other AIs wich use other artist's gfx and edits them. W customuse
#Roblox #RobloxDevs
Customuse retweeted
If you've ever spent a full weekend trying to get one usable thumbnail or video clips out of Studio, you already know why this matters.
Solo devs just got their weekends back. 📽️👀
#Roblox #RobloxDev
Customuse retweeted
This new tool for Roblox is amazing! It simplifies the process without altering the style. It helps maintain consistency, test quick ideas, and create more content without having to redo everything all the time. Very useful for anyone who produces Roblox thumbnails🚀






















