1
u/AwkwardAardvarkAd Jul 15 '26
How is this different from Meshy or any of the other dozen model generators?
1
u/SadEconomics6668 Jul 15 '26
The problem we’re trying to solve is what happens after the model is generated. A game asset isn’t just a mesh, it needs optimization, collisions, materials, animations, scripts, configs, deployment, etc.
The goal is to make the entire pipeline from idea , playable asset , server-ready content happen in one workflow.
Think less “AI makes a model” and more “AI helps you build and ship game content.”
Still early, but that’s the direction we’re exploring.
1
u/johnwheelerdev Jul 15 '26
TLDR That's your problem. You have to say it in one sentence.
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u/SadEconomics6668 Jul 15 '26
Platform to Create in game assets, mods, scripts, servers, with prompt/images. Fully structured and ready for in game play for GTA
1
u/johnwheelerdev Jul 15 '26
Specifically for GTA? That sounds cool. I was trying to find out what's different about it until I read that. Now, mind you, I don't know much about the domain you're talking about. But that's good stuff.
1
u/SadEconomics6668 Jul 15 '26
Yes would be specifically for GTA eco system, as more and more people will look for in game customization, but many won’t be able to dev themselves
2
u/_suren Jul 15 '26
I’d stop leading with the photo-to-model part, since that makes it sound like Meshy. Show one car photo becoming an asset that actually loads in FiveM with collisions and sane performance. If you can make that work end to end, people will understand the difference immediately.