Day 05 of building the space game I saw in a dream. 🌙🚀
3D spacecraft made COMPLETELY FROM SCRATCH by Fable 5 + Grok 4.5, not a single downloaded asset. The entire ship is generated by Python code in Blender: geometry, UVs, textures, rigging, even the marketing renders.
The display showcase is
@threejs
Meet the Meteor V2 "Fable" — a 12.5 m single-seat light interceptor from a fictional manufacturer called Kizuna Technologies:
🛠️ 86k tris, 6 PBR texture sets baked at 4K, AI-generated surface detail — panel lines, rivets, ceramic heat tiles, weathered decals + full brand livery
Complete FPV cockpit interior watertight from every head position (VR-ready), lit MFD avionics screens, switch panels, warning placards, night backlighting, ejection seat...
Fully rigged as game modules: retractable sliding canopy, folding landing gear with rolling wheels, elevons, rudders, 20-petal variable engine nozzle, animated air ingestion 🚀 Dynamic hardpoints — quad-tube missile loader with 8 internal reloads + heat-seeker and striker missiles, all swappable in the hangar.
The output also included a full brochure for ingame lore, but I didn't include it in the video.
And the testing "hangar" is its own build, a three.js staging ground with lighting (studio/day/sunset/night), weathering sliders (scratches, grime, engine soot), wireframe, true-scale dimension lines, a render album, and an annotation tool I use to give the AI visual feedback directly on the model.
Zero manual modeling. I describe, review, and direct the agents measure, build, validate, and fix their own mistakes.
Tomorrow - let's see how this thing flies!