Editor’s pick · GPT-6 Astra

Minecraft-style Skeleton

One prompt. Different AI models.

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@Zachas

A blocky skeleton archer with a voxel skull, exposed ribs and a wooden bow. Compare independent Blender builds, measured time, tokens and cost.

3DBlenderCharacterVoxelMinecraftStylized

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Compare the model runs

Same prompt. Different approaches. Inspect the results and the work behind them.

Authoring time
3m 55s
Staged build time
34.9s
Total tokens
452,969
Est. API cost
$0.2553
Download · Free
Authoring time
2m 20s
Staged build time
27.7s
Total tokens
358,029
Est. API cost
$0.0108
Download · Free
Editor’s pick
Authoring time
4m 53s
Staged build time
33.7s
Total tokens
246,473
Est. API cost
$0.8225

Original prompt

# Identical model brief

Create a detailed, immediately recognizable Minecraft-style skeleton archer in Blender 5.1.2. Use a coherent blocky voxel aesthetic: square skull with dark pixel-like eye sockets and nose, visible rib cage and spine, pelvis, thin articulated bone arms and legs, and a blocky wooden bow held in a readable posed stance. Off-white bone with subtle pixel-like tonal variation, dark recesses, and an attractive small square grass-and-earth display base. Keep the skeleton as the clear focal point, fully visible from head to feet, approximately 7–9 Blender units tall. No downloaded assets. Decide the geometry, pose, proportions, pixel details and artistic interpretation independently. This is a stylized game character, not anatomical gore.

Deliver scene.py in your assigned model directory. It must expose def build():, a Python generator using bpy that creates the scene from an empty scene and yields a short English stage description after each meaningful increment. Aim for 18–35 increments so an actual Blender window recording shows construction. No sleep, no rendering, no saving, no quitting Blender; the shared harness handles those. Module import must not create geometry. Use only bpy/mathutils/Python standard library. All scene geometry should fit approximately inside x/y [-9,9], z [0,11]. The subject faces negative Y. Assign material diffuse_color as well as node colors for visible material colors in solid viewport. Include a camera looking from (14,-19,13) toward (0,0,3) and suitable lights. Keep total objects below 2500 and avoid expensive modifiers. Use Blender 5.1 API. Generator execution happens in Blender UI via timer, so do not rely on area context for geometry. Do not modify UI or viewport; harness does that.

Own only your assigned model directory. Other workers may be present; do not revert or inspect their work or any other model's result. Do not use other AI models. Do not launch Blender, take over windows, install anything, or run an independent creative build. You may check Python syntax. Parent harness runs your actual Blender build and will report execution errors for repair. Write a concise design.txt identifying your intended result. End after these files are ready.

Same reasoning setting for all models: high. Each is a separate fresh agent. Timing separates model-authoring turnaround, actual Blender generator execution, visible staged build wall time, and common setup/QA. A single run is an exploratory comparison, not a statistically reliable benchmark.

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