




3d modeling with Claude Code
I have been trying to build a city builder game. I have a programming background but nothing in art/design or asset modeling, so I feared that would be pretty much impossible without buying/licensing assets from somewhere.
I tried big AI modeling services, but they all produced pretty weak results with obvious wrong planes/walls/roofs and a lack of detail.
Because of that, I decided to try my hand at it in Claude Code itself.
At first the models were extremely bad, much worse than the AI modeling tools — cubes and blobs with bizarre floating objects.
But after weeks of refining techniques/instructions, I came up with a pipeline that is now producing pretty decent results.
I'm not finished yet, but I think it's worth showing, and I wouldn't mind some feedback.
It's very much WIP — I haven't spent time on the trees and props yet, which is why the trees basically show how the buildings looked when I first started trying.
The first 2 images are from the latest refined pipeline; the quality is improving with every small edit to the pipeline. Image 3 shows green squares, but that's a grid thing, not part of the building model.
The later images show the evolution. The last picture is the very first time Claude tried to make an in-game model. There was a phase in between where it tried to add props, but they were flying all over the place or clipping through walls — a lot of very unrealistic stuff, but I have no screenshots of those, sadly.
Edit because everyone is asking how I'll be honest, The asset generator got kinda entangled with my game code. I never expected it to work this well. Im currently in the process of extracting that part of the code and putting it separate. Its also tuned for classical roman inputs atm but I will make it input agnostic and just ask for some art direction.
As I said in chat it's basically claude driving blender with python scripts. Based on a multi agentic flow managed by a whole bunch of memory files.
I kept most of my memory systems pretty structured and separate so im confident I can extract the code I just didn't see any need for it so far.
edit 2 I successfully extracted the code and managed to make it a standalone asset generator. Some logic got lost in the process which I will rebuild which slightly reduces quality of fe the roof,
the prototype works of a reference image atn. You can see the results in the chat below one the first attempt it managed to pivot to classical Japanese architecture and provide a decent result ( this was on a reduced pipeline to spare my own tokens to prove a prototype).