I spent the last week testing Unreal Engine 5.8’s new native MCP with Claude.
It’s genuinely powerful — PCG, scene control, annotations, object placement — but there’s a catch: the official demo was clearly very prepared, so native MCP alone won’t magically do everything.
The real magic started when I combined it with Free Vibe UE’s plugin ne w update.
I managed to build a working PCG setup and a full scene test.
Full breakdown - https://t.co/mT9DXMUecO
Genshin Impact devs announced BSide: Olivia Lin, a digital AI-powered female companion~
The new experience uses AI to produce videos of Olivia playing the piano to MIDI files you upload, as well as reply to messages you write to her. You can also have her on your desktop as a live wallpaper~
Just watched the Unreal Engine 5.8 presentation and downloaded it right after — and this update alone gave me so much to cover on the channel.
Three things got me. Here's the first 👇
1. Any character → a fully animated MetaHuman.
You can now take literally any character, drop it into Unreal, and turn it into a rigged MetaHuman — any body, any face. I'm definetly gonna make pipeline with AI generated characters.
I built a playable 3D roguelike in Unreal Engine 5 from scratch in less than 48 hours.
My accelerated workflow:
♦ Concepts — Nanobanana Pro
♦ 3D Models — Tripo 3D Smart Mesh (under 5-20k polygons, clean topology)
♦ Rigging — AccuRig to the UE5 skeleton
♦ Weight Painting — Quick Blender cleanup for rigid mesh elements
♦ PBR Tile Textures — Patina on https://t.co/w0QJabOcG0
♦ Logic — UE5 Blueprint template + Claude
Full workflow breakdown: https://t.co/mQVRyHyz0C
#UE5 #GameDev #3DModeling #Blender3D #TechArt
Every asset in this scene was generated by AI.
That's the difference between slop and art.
The model generated the pieces. I created the world.
Most people think generation is the hard part. It isn't. Generation is becoming cheap. Judgment is becoming valuable. Anyone can generate 1,000 assets. Very few people can select the right 20 and turn them into a cohesive world.
As AI gets better, generation matters less. Taste, selection, and art direction matter more.
In my latest video, I break down the complete workflow from concept board to a finished environment in Blender and Unreal Engine 5 👇
https://t.co/fXa2MqwV2N
#UE5 #Blender #3DAI #GameDev #EnvironmentArt
Presenting the best FREE AI 3D workflow I’ve found that actually works.
Not just “generate a model and pray.”
A real pipeline for characters and props:
concept → AI 3D generation → sculpt cleanup → retopo → UVs → baking → texturing → rigging → game-ready reveal.
We spent 6 months testing tools, breaking workflows, fixing problems, and figuring out what is actually usable.
Full video is live now - https://t.co/g7XcyLTJw7
Just dropped the BIGGEST video I've ever made.
32 custom Arcane chess pieces — Piltover vs Zaun. Designed with AI, 3D printed, hand-painted from scratch.
I've never attempted anything this big. Full stress-test of what AI can actually do at scale.
Full story ⬇️
https://t.co/qBVrRQFoo5
#Arcane #3DPrinting #TripoAI #LeagueOfLegends #Blender3D
Coming from you, this means a lot.
You inspired an entire generation of 3D artists, and your contribution to this space is massive. After 10 years in 3D engineering, I saw AI was inevitable and started exploring it seriously. What struck me most is how it opens the door to 3D for people who never thought they’d be able to create at all🙏
Would be an honor to do a collab with you one day.
A few days ago I published a video about NVIDIA Kimodo. The big shift is that animation starts to be automatable instead of random.
🔹 Text prompt → motion
🔹 Pose lock → structure
🔹 Waypoints → direction
That is the kind of control that makes AI animation useful in production.
Watch here🔗https://t.co/58y9U2QdXL
#NVIDIAKimodo #3DAI #AIAnimation #GameDev #AutoRigPro
A few days ago I published a video on the topic: How I built on modular #AIcharacters inside #UnrealEngine 5 🎮
Rigid objects like weapons distort easily during animation. 🛡️Here is the fix:
1️⃣ Parent object to armature with empty weights
2️⃣ Select the target pelvis bone
3️⃣ Apply 100% weight via gradient paint
Watch here step-by-step fixing: https://t.co/RLvCJgkr3r
#3DAI #TechArt #AssetHub #GameDev #CharacterRigging
Creating and selling custom game props just became incredibly fast. ⚡
I recorded my real commercial production setting to find out if raw AI outputs can be polished enough to actually sell to game studios.
⚙️ Here my Step-by-step production process, showed in video:
🔹Draft concepts and generate initial #3Dmeshes using @tripoai
🔹Address minor #geometry imperfections manually
🔹Apply professional #PBRtexturing and #emissionmaps via Substance Painter
🔹Compile the assets into a cohesive, engine-ready package
By bridging the gap betIen raw AI outputs and engine-ready assets, I significantly increased our production speed and personal income. 💸
See the entire process here:
🔗 https://t.co/iu9gD0uv7A
#3DAI #AssetPacks #3DAIWorkflow #CGTrader #GameDevelopment
Building a playable game level used to take weeks, but in this video, I show how to generate and assemble a complete #3Denvironment in one day. ⚡
The goal was to test if @VARCO3D can output truly game-ready meshes directly for @UnrealEngine 5.
⚙️ The core workflow:
🔹 #Generate_assets & variations via #AI_nodes
🔹 Fix layouts & paint emission maps in Blender
🔹 Add #stylized_textures in Substance Painter
🔹 Setup toon shading & complex collisions in UE5
Every asset dropped straight into the engine fully optimized.
See the exact process here:
🔗 https://t.co/o8WTiQ8Bzz
#3DAI #gamedev #ue5 #blender #leveldesign #creativeworkflow