Joined October 2016
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🚀Meet PicoBerry, a new way to create 3D inside Unity • Generate & Refine : Create and refine 3D assets directly inside Unity • No Switching : Stay in your editor — no exporting, no tool switching 🔥 Don’t miss your chance — Special Bonus available before April 15 launch! picoberry.ai?utm_source=x&ut…
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I managed to create an RPG game in HTML in just 3 hours using Fable 5 and PicoBerry. I integrated the PicoBerry API with Claude, typed a simple prompt like ‘Generate assets!’, and to my surprise, the 3D assets came out fully rigged and animated right out of the box. The workflow is absolutely mind-blowing!
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The upcoming UModeler 1.2.1 patch introduces the Multi-Object Editor for simultaneous editing, which will seamlessly complement the in-Unity AI model modification features our team is currently developing. Features: Move elements together, use inter-object Vertex Snap, and align components via a shared reference. Benefits: Skip tedious per-object tweaks for a faster, intuitive workflow. (See attached video)
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The wall shelf in my scene kept bugging me until I realized the wood was fine, but the frame was too symmetrical and generic. I scrapped the old frame, kept the original planks, and modeled a new skeleton with asymmetric brackets. Now it finally fits the scene.
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got concept art or a single reference image? instead of blocking it out by hand, you can turn it straight into a real 3D model. that's what PicoBerry's image-to-3D workspace is for — and you get the wireframe and poly counts right away to plan your next step. quick run-through 👇 #gamedev
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AI-generated 3D almost always comes out too heavy and messy to drop into a game. that's what we built PicoBerry's remesh workspace for: rebuild the mesh to a poly count you set, in clean triangles or quads, without losing the shape. quick run-through 👇 #gamedev #indiedev
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a model can have the right shape and still look flat — no surface, no material. that's what we built PicoBerry's texture workspace for: hand it an image or a text prompt and it paints the material right onto the model. quick run-through 👇 #gamedev #indiedev
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needed a van for the patrol fleet. closest thing in the kit was a low-poly police SUV. similar profile, just shorter. first reflex was the scale gizmo. obviously. stretched it length-wise and the wheels turned into ovals along with the body. police SUV on hot dog tires. pulled the body verts out longwise instead. left the wheel meshes where they were so they kept their proportions. swapped the texture to give it a different look. #Unity Indie Game Developer
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the hard part of AI 3D was never generating the model it's getting one you can actually use in a game. that's the gap we built PicoBerry to close. here's the quick run-through: prompt to mesh, remeshed game-ready #gamedev #indiedev
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needed a mage for the scene. all i had was a low-poly swordsman from a character kit coat, boots, that whole adventurer silhouette. didn't want to model a new character from scratch when most of him was already the right vibe. 30 seconds on the sword. pinched the blade into a diamond, slid the handle up so it reads like a staff topper instead of a grip. same coat. same stance. holds a different weapon now and apparently that's enough to read as a different class.
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Needed a longer iron fence from a kit for a scene corner. Scaling it would distort the bolts, thin the posts, and widen brackets. Instead, I pulled the middle vertices, moved planks to keep spacing consistent, and added support brackets. It’s the same kit module, but it no longer looks like the original.
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camping scene, needed a low table for the firepit area. first thought was to grab a chair and scale it down to table height. but you scale a chair like that and the legs come out thick and short, the seat ends up too wide, and it looks like a stomped chair, not a table. duplicated one of the chairs instead. ripped off the seat and the back. what was left already looked like a table. cleaned up the top edge, raised it a bit. same wood as the chairs.
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this cabin is in every kit i've used this year. it's a fine cabin. it sits at the corner of a lot of demo scenes and a few shipped indie games. nothing wrong with it. i'm just tired of seeing it. deleted it from the scene. modeled a different one in its place. roof a bit lower, windows a different shape, porch i actually wanted. all of it inline. different cabin.
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Round 3 of Tiny Chef Town behind-the-scenes. After texturing, today is rigging. Rigged the main character and all customer animals in one sitting. Used humanoid bone presets, applied auto-weights, and fixed minor deformation issues (shoulders, knees, tails). The whole cast took about 2 hours. The best part was doing it entirely inside Unity. The game is out now on Google Play! Link in the comments—would love to hear your thoughts 🍦 #indiedev #gamedev #Unity3D
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🔗 Tiny Chef Town on Google Play: play.google.com/store/apps/d…

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Round 2 on the Tiny Chef Town behind-the-scenes texturing the food truck this time. ~3 hours, working in Unity with a tool our team built. It's a mobile game and it's up on Google Play right now link in the comments. Would love to hear what you think after you try it 🍦
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🔗 Tiny Chef Town on Google Play: play.google.com/store/apps/d…

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Made the asset yesterday, picked a texture i was happy with at the time, moved on. Lit the scene today and the texture is wrong. Not subtly wrong — just wrong under actual light. One of those that looks fine flat and falls apart with shading. Swapped it in 30 seconds. Just changed it inline. Both textures are sitting in a build by end of session. Going to A/B them in-game and let that decide instead of staring at thumbnails.
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