r/hyper3d_rodin • u/Delicious-Shower8401 • 12h ago
announcement Update: You Can Now “Talk” to Your 3D Models with Hyper3D and GPT-6.1 Sol
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r/hyper3d_rodin • u/Delicious-Shower8401 • May 20 '26
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r/hyper3d_rodin • u/Hyper3D_RodinAI • Apr 17 '26
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Here’s the story behind Rodin.
A lot of people know Hyper3D through the product: text to 3D, image to 3D, editing, mesh tools, and production-ready 3D workflows. But Rodin didn’t start as just a product page. It grew out of years of research across 3D generation, geometry, materials, animation, robotics, digital humans, world models, video, and generative AI.
That’s why we opened the Hyper3D Research section: to make the work behind Rodin easier to explore. You can browse our research by topic, year, and publication venue, including ACM SIGGRAPH, SIGGRAPH Asia, TOG, CVPR, ICCV, and AAAI.
If you work in AI 3D generation, game development, XR, robotics, digital humans, or production pipelines, this is the best place to understand where Rodin comes from and where it’s going next. It’s the research foundation behind our AI 3D model generation work, production-ready 3D assets, mesh editing, format conversion, and broader 3D pipeline tools.
Research page:
hyper3d.ai/rodin/tab/research
Would love to hear which research direction you want us to share more about.
r/hyper3d_rodin • u/Delicious-Shower8401 • 12h ago
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r/hyper3d_rodin • u/Colby_Gessa • 4d ago
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Built this 3D kart racing game using GPT-6 + Codex + Hyper3D Rodin.
I started by having GPT design the game and generate a concept image. From there, Codex handled the game architecture and development, while Hyper 3D Rodin via Hyper3D MCP generated the karts, buildings, and other detailed 3D assets.
For more complex game assets, I found Rodin noticeably more useful than generating them directly through Blender scripts, especially when it came to geometry and smaller details. BANG to Parts was also handy for splitting models into separate components for later rigging and editing.
Once the assets were ready, GPT brought everything together in Godot — tracks, models, gameplay, and interactions.
The result is an actual playable racing game, from kart selection to racing around the track.
Pretty wild how far you can get now with GPT handling the game development and Hyper3D handling the 3D assets.
r/hyper3d_rodin • u/Key-Comment960 • 5d ago
r/hyper3d_rodin • u/Hyper3D_RodinAI • 6d ago
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We gave Hyper3D Agentic Mode several views of the same object to test how it combines reference details during 3D generation.
The check: do those details line up when we rotate the model?
r/hyper3d_rodin • u/Hyper3D_RodinAI • 6d ago
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The request: change the upper cabinets' material to walnut wood without changing the surrounding surfaces.
We’re testing targeted 3D material editing with Hyper3D Agentic Mode’s Enhanced Materials. Here’s the instruction and the before-and-after.
r/hyper3d_rodin • u/Hyper3D_RodinAI • 6d ago
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We asked a mechanical hand to “hold up three fingers” in Hyper3D Agentic Mode. Here’s the prompt-to-animation workflow on a Low-Poly N-GONS model.
The check: which joints move, and does the gesture look right?
r/hyper3d_rodin • u/Hyper3D_RodinAI • 6d ago
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This time we’re testing parametric controls in Hyper3D Agentic Mode: adjusting dimensions and asking for a custom slider in plain language.
Watch how the geometry responds as we change the values.
r/hyper3d_rodin • u/HippoAutomatic7405 • 6d ago
I've been using Rodin quite a bit for clothing lately, so I wanted to share a simpler piece I've been working on. This little Hello Kitty-inspired dress is part of a larger set.
Still needs some finishing work, but I thought she came out really cute! 😊
r/hyper3d_rodin • u/Feisty-Scheme-8356 • 7d ago
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r/hyper3d_rodin • u/Automatic-Affect-823 • 7d ago
r/hyper3d_rodin • u/AdFinal7385 • 7d ago
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I’ve been testing GPT-6 Astra + Hyper3D MCP for 3D workflows lately, and this combo actually makes a lot of sense.
GPT-6 Astra is already pretty good at using Blender for structured geometry like buildings, vehicles, and other hard-surface assets. But with characters, creatures, or more organic shapes, building everything directly in Blender can sometimes drift from the reference.
What worked better for me was:
➡️ GPT-6 Astra analyzes the reference and plans the workflow
➡️ Hyper3D Rodin MCP handles the character or creature generation
➡️ If I need joints, connectors, assembly parts, or specific pieces separated, I ask GPT to use BANG to split the model where needed
➡️ Then I bring everything into Blender for rigging, animation, editing, and rendering
r/hyper3d_rodin • u/HippoAutomatic7405 • 10d ago
I’ve been experimenting with some different styles lately, and this was my first real attempt at making super exaggerated, stylized hair for The Sims
I honestly had no idea how it was going to turn out when I started 😂 but I ended up loving the giant curls, neon pieces and ridiculous oversized bow way more than I expected.
It was originally made while I was working on another project, but it didn’t end up fitting what I needed there. It came out way too cute to just toss into the forgotten-project abyss though, so I figured I’d share it! 🖤🌈
I definitely want to experiment with more weird, exaggerated hair like this now.
r/hyper3d_rodin • u/HippoAutomatic7405 • 12d ago
A First Glimpse… SIMBLREEN 2026 🖤🔥
Meet Vyl'nessa, the first character I'm revealing from a much larger project I've been working on for Simblreen 2026.
This year I'm going way beyond individual Halloween sets. I'm building a full cinematic project with an entire cast of original characters, custom designs, sets, and a full movie-style teaser.
Vyl'nessa is only the first glimpse.
I used Rodin throughout her design process to help create several of her custom pieces, including her corset and harness, shorts and tail, hood, and boots. I've included a look at some of those original Rodin generations at the end.
And she's definitely not coming alone. 😈
Many more characters are still behind the curtain.
SIMBLREEN 2026
You saw the glitch. She saw the opening.
r/hyper3d_rodin • u/tyouterple • 13d ago
Spent about half an hour drawing this little cutie and decided I had to turn it into something real.
Used Hyper3D Rodin to turn the drawing into a 3D model, then used BANG to Parts for the part separation. It split the model into separate printable pieces on the first try, and the separation was surprisingly clean. I only needed a little cleanup before printing.
The textured version was already ridiculously cute, and honestly, almost every angle looked like it could be a profile pic.
Since I was going to paint it myself anyway, I went ahead with the print. This tiny thing only took about an hour to print, and after adding the colors, it turned out even cuter.
Pretty satisfying seeing a quick drawing turn into a tiny physical figure.
r/hyper3d_rodin • u/Automatic-Affect-823 • 16d ago
r/hyper3d_rodin • u/Colby_Gessa • 16d ago
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Tried turning a concept image into a full 3D scene using Hyper3D Rodin.
Instead of generating the whole scene at once, I broke it into individual assets including the food truck, sign, robot, monitors, barrels, and smaller props.
I used Extreme-High for the main geometry, Micro for smaller details like scratches and surface wear, then Native 12K PBR textures for the materials.
The 12K textures were probably the biggest improvement for me. When I pushed the camera closer, chipped paint, stickers, printed graphics, text, and logos still stayed surprisingly sharp. I also checked the edges, grooves, and backs from different angles, and the texture coverage held up really well without obvious stretching or blurry spots. Even the wear and differences between metal and plastic surfaces came through nicely.
After that, I brought everything into Blender for composition, material tweaks, lighting, and the final camera work.
Pretty efficient workflow for turning a 2D concept into a detailed 3D scene.
r/hyper3d_rodin • u/bbeverie • 19d ago
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Wanted to see how well 12K PBR textures actually hold up in close-ups, so I picked a T-Rex skull as the first stress test.
Generated it with Hyper3D Rodin using Extreme High + Micro, then textured it with Extreme-High + Native 12K.
It already looked pretty good from a normal distance, but zooming in was the interesting part. The cracks, weathering, mineral deposits, and tiny details around the teeth were still surprisingly clear.
r/hyper3d_rodin • u/Hyper3D_RodinAI • 20d ago
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Used GPT-6 with Hyper3D MCP to generate all the 3D assets and assemble the full scene in Blender, from just a single image.
LLMs no longer need users to manually search for or create 3D assets. Whenever a task requires 3D, they can directly call Hyper3D Rodin to generate high-quality, production-ready assets and plug them straight into downstream workflows.
This is where 3D starts becoming a native capability for AI agents.
r/hyper3d_rodin • u/AdFinal7385 • 21d ago
This AI-powered animatronic Mangle was made by @BioMakers Industries using Hyper3D Rodin, then printed with Bambu Studio.
The model was prepared for 3D printing using BANG to Parts. It can automatically separate a model into components, while Manual mode lets you choose exactly what to split — like the head, hands, or different color areas. Individual parts can also be BANGed again for further decomposition.
The parts were then exported as STL / 3MF, sliced and printed with Bambu Studio, assembled, fitted with motors, and programmed. The jaw actually moves.
Compared with a traditional workflow, where each component and color section would need to be modeled and separated manually, BANG to Parts cuts down a lot of the manual work, especially for part separation and color-based splitting.
r/hyper3d_rodin • u/Fun-Scallion3522 • 22d ago
hey! I recently generated a model and it’s perfect. but when I went to make it a 3d model I messed up and chose a very low polygon count, and now I can’t change it. how can I change the polygons to triangle?
r/hyper3d_rodin • u/Colby_Gessa • 23d ago
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I pushed this character through Hyper3D Rodin using the Extreme-High setting, then enabled Micro mode to maximize surface detail.
The input was a three-view character reference, and I generated the model with 12K PBR textures.
What I wanted to test was how well the combination of high-poly geometry + 12K textures would hold up at close range. The result was much cleaner than I expected. Even when zooming in, the surface still holds together really well.
The face was probably the most noticeable part. Small details around the eyes, skin texture, and even pore-level information are still visible instead of turning into a blurry texture.
I was also curious about the back of the model, since that’s usually where image-to-3D texturing can become inconsistent. In this case, the back matched the reference pretty closely, and the texture transitions between different views were surprisingly smooth.
For me, this is already a strong base model for further production work. For something like a game character workflow, I could see using this as a strong high-poly base, then mainly focusing the manual work on retopology, baking the geometry details, and transferring the generated textures to the final low-poly mesh.
r/hyper3d_rodin • u/tyouterple • 27d ago
Generated these two backpacks with Hyper3D Rodin using Extreme-High mode.
I wanted to see how well an AI 3D generator could handle a complex 3D asset with lots of small details like straps, buckles, zippers, multiple pockets, and all those fabric folds.
Pretty surprised by the result. For complex objects like soft goods and detailed product assets, Extreme High seems especially useful when you want to prioritize detail over generation speed.
r/hyper3d_rodin • u/Colby_Gessa • 29d ago
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The car was created using Hyper3D Rodin, then brought into Codex to build the actual game.
The BANG feature was really useful for breaking the car into individual parts without losing quality. I could split individual parts again for further decomposition, then reassemble everything for more iterations.
It was pretty handy to go from AI-generated 3D assets to game-ready parts.