Game-ready 3D model of a creepy Baba Yaga hut with bird legs
Game-ready 3D model of a creepy Baba Yaga hut with bird legs is a 26.8-second Claude Opus motion design reference by @maxt3chno, built around code. GOAL: Using Blender through Blender MCP, make a game-ready 3D model of the hut on giant bird legs in the attached image (a creepy Baba… Copy this 3D motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.
@maxt3chnoView post
Prompt
GOAL:
Using Blender through Blender MCP, make a game-ready 3D model of the hut on giant bird legs in the attached image (a creepy Baba Yaga hut).
MOTION:
Work directly in Blender: build, look at the result, compare it with the reference and fix it. Match the reference as closely as you can: shape, proportions, materials and colours. Ignore the blurred background of the image, model only the hut.
What it is: a crooked, rotten wooden hut standing on two huge scaly bird legs, in a realistic tropical-island shooter game. The player sees it from the ground and walks around it. The legs must be able to move: walk, crouch, shift weight.
Details to keep:
A small leaning tower at the front with a curved horn-like hook on top; a steep crooked roof of overlapping dark shingles whose edges hang low and end in sharp ragged points; a tall spiky back gable.
Rotten, crooked planks nailed over each other, iron straps and nails, broken boards sticking out like spikes.
Narrow glowing orange window slits.
An arched door with a red painted sign and an iron ring, a crooked plank stair with rope railings hanging down from it.
A brick chimney, moss and hanging moss strands, small mushrooms growing on the wall.
Rusty chains with rings, a bone cross on a rope, torn dark-red cloth strips hanging from the edges.
Two long scaly bird legs with big knee joints, four-toed feet and long dark curved claws.
Requirements:
Real-world scale: about 12 m tall in total when standing, the hut about 7 m long. Origin on the ground between the two feet. The door facing +Y.
Build it in a neutral standing pose: both feet on the ground, legs straight under the body. The step pose from the reference is made later with the rig.
Up to 60,000 triangles in total. Scales, wood grain, nails and painted signs mostly in the textures and normal map. The spiky silhouette (shingle points, broken planks, claws, the hook on the tower) in the geometry.
Moss strands and cloth strips as alpha-card planes.
Textures up to 2048 px: base colour, normal, roughness, emissive for the window slits. Up to 4 materials (wood and roof, legs, cloth with chains and charms, windows).
Skeleton: one armature "hut_rig" with:a root bone on the ground and a body bone; the whole hut moves rigidly with the body bone;
for each leg a chain: thigh, shin, ankle, foot, and one bone per toe;
clean weights on the legs, so they bend without tearing.
Objects:"hut": the house with roof, tower, stair and chimney, parented to the body bone;
"legs": both legs, skinned to "hut_rig";
"charms": chains, bone cross and cloth strips, so they can swing in the game;
"window_light_1", "window_light_2"...: empties inside each glowing window slit (the game will add the lights);
"collision": a simple low-poly shape for the legs and the hut body, under 500 triangles, hidden in renders.
Output:
One .glb file with all objects, the armature and textures embedded.
The .blend file.
Renders on a plain background: a front view and a three-quarter view in the standi
Author original
Using Blender through Blender MCP, make a game-ready 3D model of the hut on giant bird legs in the attached image (a creepy Baba Yaga hut). Work directly in Blender: build, look at the result, compare it with the reference and fix it. Match the reference as closely as you can: shape, proportions, materials and colours. Ignore the blurred background of the image, model only the hut.
What it is: a crooked, rotten wooden hut standing on two huge scaly bird legs, in a realistic tropical-island shooter game. The player sees it from the ground and walks around it. The legs must be able to move: walk, crouch, shift weight.
Details to keep:
A small leaning tower at the front with a curved horn-like hook on top; a steep crooked roof of overlapping dark shingles whose edges hang low and end in sharp ragged points; a tall spiky back gable.
Rotten, crooked planks nailed over each other, iron straps and nails, broken boards sticking out like spikes.
Narrow glowing orange window slits.
An arched door with a red painted sign and an iron ring, a crooked plank stair with rope railings hanging down from it.
A brick chimney, moss and hanging moss strands, small mushrooms growing on the wall.
Rusty chains with rings, a bone cross on a rope, torn dark-red cloth strips hanging from the edges.
Two long scaly bird legs with big knee joints, four-toed feet and long dark curved claws.
Requirements:
Real-world scale: about 12 m tall in total when standing, the hut about 7 m long. Origin on the ground between the two feet. The door facing +Y.
Build it in a neutral standing pose: both feet on the ground, legs straight under the body. The step pose from the reference is made later with the rig.
Up to 60,000 triangles in total. Scales, wood grain, nails and painted signs mostly in the textures and normal map. The spiky silhouette (shingle points, broken planks, claws, the hook on the tower) in the geometry.
Moss strands and cloth strips as alpha-card planes.
Textures up to 2048 px: base colour, normal, roughness, emissive for the window slits. Up to 4 materials (wood and roof, legs, cloth with chains and charms, windows).
Skeleton: one armature "hut_rig" with:a root bone on the ground and a body bone; the whole hut moves rigidly with the body bone;
for each leg a chain: thigh, shin, ankle, foot, and one bone per toe;
clean weights on the legs, so they bend without tearing.
Objects:"hut": the house with roof, tower, stair and chimney, parented to the body bone;
"legs": both legs, skinned to "hut_rig";
"charms": chains, bone cross and cloth strips, so they can swing in the game;
"window_light_1", "window_light_2"...: empties inside each glowing window slit (the game will add the lights);
"collision": a simple low-poly shape for the legs and the hut body, under 500 triangles, hidden in renders.
Output:
One .glb file with all objects, the armature and textures embedded.
The .blend file.
Renders on a plain background: a front view and a three-quarter view in the standi
Questions
What is this 3d scenes prompt for?
It is a Claude Opus motion design brief for “Game-ready 3D model of a creepy Baba Yaga hut with bird legs”. Paste it into Claude and keep the timings already written in the prompt.
Where is the original film?
The creator is @maxt3chno. Use View post to open the X video this prompt belongs to.