Mohamed is deepening Pine & Parcel, an explorable world built with Codex, Blender, and Three.js. The goal is detail that still loads for as many browsers as possible.
Gemini 4 Argon, in Antigravity, sculpted a multi-building pagoda in Blender on its own. Visual critique loops handled architecture, foliage, and light.
A one-sentence prompt. Claude, the next model, spent two hours in Blender MCP and built the model from scratch — no ready-made mesh. The author calls it the most impressive output so far.
aicreataro's making-of starts with four AI sketches and a track. In Blender the footage is one plate, split into grains that read shape, depth, and where motion was fastest.
Jayden Davis had Claude Fable 5.5 make a character animation in Blender. Music, models, rigging, and motion all came from the model. He is clear this is not a vendor promo.
Shikhar’s third pass with Claude Opus 5.5 turns Blender, image generation and three.js into one scene that runs in the browser. He calls it the future of game development. The scene is the evidence.
Quadcode AI posts a game scene with GPT-6 Sol and Claude Opus 5.5 driving Unreal and Blender. The caption is the stack. The clip is the scene that stack actually produced.
Fork Dev had Claude Opus 5.5 build a small fishing game through Unity and Blender MCP. The catch is a tiny loop: cast, wait, react. It still has to feel like fishing.
Alexey Fateev posts a Blender scene made end to end by Claude Opus 5.5, and asks if this is AGI. The question is his. The scene is what the question is pointing at.
Sac built a 4K rainy-night 7-Eleven with Codex and Blender. The claim is that the frame already has the texture of a commercial film. The wet detail is the test.
On a new MacBook, eta moved a Godot concept into Unreal with GPT-6 Astra driving Blender. Trees and lighting changed. The valley ended up full of god rays.
Mohamed’s first experiment with GPT-6 Astra, Blender, and Three.js: make the models in Blender, then bring them into the browser as a scene you can actually explore.