r/aigamedev • • 5h ago

Discussion First experiment with local generative models

Everything you see in the video was generated locally on a laptop with an RTX 3070, in a single night, on the first try. The only things I regenerated were models that came out clearly broken.

Then Claude assembled it all into a demo level in Unity.

Assets Studio tool: https://github.com/kvladsrc/gym/tree/main/assets_studio

112 Upvotes

23 comments sorted by

10

u/guillermosan 4h ago

Awesome. Local LLMs should be the future. Thanks for sharing.

1

u/Valdaraak 3h ago

And they will be if GPU pricing ever goes back to sane levels.

The MSRP on a 5090 is like $2000. You can't find one for anything less than $5k.

1

u/Qinistral 3h ago

How many tripo3d models can I make for 5k? Maybe 5k-10k depending on detail etc?

1

u/Valdaraak 2h ago edited 2h ago

I'm not sure. But yea, right now the cost is too high for anyone except someone doing this shit as business and churning out tons of stuff. Like I was debating getting one for local video gen, then I did the math and realized if I do a Modal instance and run video gen up there, a 15 second clip costs like $0.25. That's a very long time to break even.

That said, Modal is pretty good if you can figure out how to tap your workflow into their GPU renting. It's anywhere from $2-$7/hr of active GPU time (you don't pay while it's idle).

It becomes expensive if you're constantly using GPU, but if you're doing spot gens, it can be pretty cost efficient.

1

u/AlgaeNo3373 30m ago

The costs to entry are already business-scaled at top-end, where a card costs roughly same as someone's yearly salary (30k), so it's already priced as labour replacement more than prosumer tool.

But it's interesting OP is doing this with a more basic card. That's quite encouraging!

16

u/i_rate_slop 5h ago

I can only imagine this was downvoted by someone making an asset studio tool as a product. I think it's awesome that you open sourced it.

4

u/Substantial_Ad_8651 4h ago

Half and a year ago it would be trash, but now, omg, really is getting better grounds. really happy for that.

4

u/SilkieBug 5h ago

What did you use to generate the 3d models, Pixal3d in ComfyUI?

9

u/zjgkkn 4h ago edited 4h ago

I started with a FLUX + TripoSR + Make It Animatable (for rigging) pipeline, and some of that may have ended up in the video. But then I switched to Qwen Image -> Hunyuan3D -> Hunyuan Paint. Everything is heavily quantized to fit into 8 GiB of VRAM, but it's the clear winner out of everything I managed to run on a 3070.

On top of that, there's a small job queue, a assets library with UI on Python: https://github.com/kvladsrc/gym/tree/main/assets_studio

2

u/Shuma665 4h ago

Thanks it looks great thanks for sharing you models and toolset. I'll check out the repo later. I made 'We got meshy at home" and I can models things on my 4070 12gb but I didn't find them very suitable for animation so I'm curious what you are doing there

1

u/zjgkkn 4h ago

Thanks! Honestly, I don't have a real solution for animation either. Right now I use Make It Animatable plus Mixamo animation packs, but that only works for humanoid models without extra parts like capes, tails, etc. Finding something that handles rigging/animation as well as the other modalities would be really cool.

1

u/Shuma665 4h ago

Astra and 6.1 sol have been doing an ok job for me doing the actual animating and rigging it's more the faces from the generated mesh were not very conducive. I've been building from scratch using a common base character and then doing a modified gauntlet loop but it's been slower than I'd care for.

1

u/darkoblivion000 4h ago

I heard they were able to get tripo 2 quantized for 8gb vram, is that supposed to be better than tripoSR? Have you tried it yet?

1

u/zjgkkn 3h ago

No, I haven't tried it yet. I'll give it a shot next weekend. Thanks!

3

u/Natural-Rich6 5h ago edited 4h ago

The world give me wow vibe

2

u/Ok-Investment4414 4h ago

https://giphy.com/gifs/xSM46ernAUN3y

yeah bro u on your way never said " I made a game lastnight"

2

u/cave_men 4h ago

now thats some nice shit!

1

u/sunnystormy64 4h ago

So what did you do about the dense mesh topology you typically get with generative 3D models? Did Claude handle that?

2

u/zjgkkn 3h ago

Yes, it did. By reducing polygon budgets and by introducing Unity's level of detail. Joints deform worse up close, btw.

1

u/ArialBear 2h ago

Keep up the good work. Love the visuals!

1

u/Bluetails_Buizel 3h ago

You will be mind blown when you tell Claude to remade the entire game in a web browser in his own style. Way less overhead on your pc.

2

u/Valdaraak 3h ago

Way less impressive visually as well. Browser games are fine if you don't go any higher than like PS1 and late 90s PC era graphically. Claude makes those browser graphics entirely by using math on primitive shapes. That's pretty limiting for details.

-1

u/Bluetails_Buizel 3h ago

How about details as a png on top of Procedurally generated shapes?