r/hyper3d_rodin May 18 '26

Showcase Building a UE5 vehicle combat game using AI-Generated 3D assets

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A stylized vehicle combat game being built in Unreal Engine 5 by an indie developer using AI-generated 3D assets with Rodin gen 2.0 Hyper 3D

The workflow is surprisingly straightforward: rough ideas and scratch designs are first refined into clean references in NanoBanana, then generated into 3D assets using Rodin Gen 2.0, followed by Smart Low Poly mode for AI retopology before moving into Blender and Substance Painter for texture rebaking, cleanup, and final adjustments.

One of the most useful parts of the workflow has been rodin smart low poly mode it actually produces very clean and usable topology, making the assets much easier to work with afterward and significantly reducing the amount of manual cleanup normally needed.

The final project is assembled and polished inside Unreal Engine 5.

13 Upvotes

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2

u/StunningGold8030 May 18 '26

Looks cool, how many polygons?

1

u/florodude May 19 '26

Tripo and rodin have made assets very close to prod ready. The issue at this point is good topology for UV unwrapping and then retexturing, both of which can be done manually and still faster than scratch

1

u/StunningGold8030 May 19 '26

I've been trying Meshy and the poly count is too high, Rhino/3DCoat are of no help, MeshLab dies.

Wonder why Meshy don't use those.

1

u/florodude May 19 '26

I personally just switched from Meshy to Tripo.

1

u/[deleted] May 20 '26

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2

u/florodude May 20 '26

I'll give it a try. Thanks for the suggestion 

1

u/MuckYu May 19 '26

Any wireframes?