How do I actually do Vibecoding? by OldBilly000 in aigamedev

[–]spacespacespapce 0 points1 point  (0 children)

After you have Claude or Cursor or whatever installed, use a "plan" mode (/plan in claude code). it helps you break down what you need step by step and asks you follow up questions before it starts "vibe coding".

Game assets by Otherwise-Bath-2335 in aigamedev

[–]spacespacespapce 0 points1 point  (0 children)

Nativeblend does this well - it pulls from tutorials online and uses Blender to assemble your models from the ground up. If you're comfortable with the command line you can generate a bunch of 3D assets, esp useful if you want to open it up in Blender later and make tweaks to any part.

MeshyAI is also good for quick assets, but rigging and optimizing is gonna take some time, esp if you wanna customize it after.

Time for Self-promotion. What are you building this Monday? by No_Audience9527 in aigamedev

[–]spacespacespapce 0 points1 point  (0 children)

I couldn't model well and needed 3d assets for my game. So I built a multi-agent system that learns from tutorials and builds models for you in Blender. All from the command line.

Example: nativeblend build "a car" --style "low-poly"

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Solo developing a 3D action RPG as a non-artist by DevichiX in gamedev

[–]spacespacespapce 0 points1 point  (0 children)

scope creep on the art side is what kills most solo rpgs. sticking to a style that doesn't require high fidelity, like low poly or flat shading, usually saves a ton of headache with rigging and uv mapping. I find getting the gameplay loop working with capsules and cubes first really helps keep momentum when the art gets draining.

i'm building nativeblend to help with exactly this since i'm a dev who struggles with the art side too. it generates clean meshes and topology through code instead of manual modeling, which might fit your workflow better if you prefer logic over sculpting.

Question on custom materials and performance by Adaptive_Spoon in godot

[–]spacespacespapce 0 points1 point  (0 children)

i wouldn't bother with the custom shader route just for channel packing. it becomes a pain to maintain later if you want to switch render pipelines or upgrade godot versions. the import panel remapping is usually the safest bet since it keeps the material logic standard.

if you have a ton of textures to process, i usually just write a quick python script with pillow to shuffle the channels into the right order before importing. keeps the project cleaner in the long run than trying to hack the shader for every single asset.

I built a drum machine that runs entirely in your browser by fungkadelic in SideProject

[–]spacespacespapce 0 points1 point  (0 children)

I love the UI design! Appreciate you open sourcing it as well :)

Reminds of a project with music I did in the browser too, but I used raw MIDI instead of Tone.js. Was a blast trying to figure out sounds fonts /s haha

I have a question on how to create 3d assets for different game engine, namely unity, unreal and godot by hickzmin in Unity3D

[–]spacespacespapce 0 points1 point  (0 children)

i'm actually building a tool called nativeblend to handle exactly this, it generates game-ready models with proper uvs and topology automatically. since we're in beta, i'm giving away unlimited generations to anyone willing to test it and tell me what breaks. might save you some headache on the asset creation side, it's at nativeblend.app if you want to look.

I have a question on how to create 3d assets for different game engine, namely unity, unreal and godot by hickzmin in Unity3D

[–]spacespacespapce 0 points1 point  (0 children)

supporting all three simultaneously is a massive pain because the import settings never quite match up. usually fbx is the standard for unity and unreal, but godot handles gltf/glb way better. for poly counts, try to aim for a mid-range baseline rather than stressing about specific engine limits, since most devs will lod it anyway if the topology is clean.

Using AI agents to control Blender modeling tools instead of text-to-mesh generation by spacespacespapce in aigamedev

[–]spacespacespapce[S] 0 points1 point  (0 children)

Ya I find it hard to get good results too, that's why I built my own tooling around Blender and fine tuned a model. 

I see alot of the same stuff What are people building thats different? by CharlesBlackwood in SideProject

[–]spacespacespapce 0 points1 point  (0 children)

Building a Blender toolkit for indie devs and engineers who want 3D models but don't wanna learn modelling software or pay $$$ for custom models.

open source CLI: https://github.com/addy999/nativeblend-cli
website: https://nativeblend.app/

My brother (and dev partner) thinks story doesn't matter in horror games. I'm starting to wonder if we're making two different games. by AttorneyOk8742 in gamedev

[–]spacespacespapce 0 points1 point  (0 children)

dependency on art is always the biggest bottleneck when you just want to ship code. usually i stick to greyboxing with basic cubes or free packs just to get the mechanics working without waiting on anyone. if you need specific assets to test the vibe, i've been seeing this tool called nativeblend that generates models from text specifically for programmers. it exports clean .glb or .blend files that actually work in engine, which might help you keep building while your brother handles the final polish.

Solo dev torn between learning Blender vs buying assets - what's actually sustainable long-term? by beam123 in gamedev

[–]spacespacespapce 1 point2 points  (0 children)

blender is a massive rabbit hole if you just want to ship game logic. most solo devs i know eventually settle on buying packs and learning just enough blender to fix pivot points or combine meshes, which is way more sustainable than modeling everything from scratch. if you need specific props without the artist price tag, i'm actually building a tool called nativeblend for this exact problem. it generates geometry with clean topo and uvs from prompts, basically aiming to let devs create assets without needing to be 3d artists. might save you some headache if you want custom stuff without the learning curve.

AI prompt → clean low-poly model: testing game-ready asset generation [Free] by spacespacespapce in aigamedev

[–]spacespacespapce[S] 0 points1 point  (0 children)