I debated even posting this because it's not as slick as the laptop. But, I decided hey I'm not going to be a fanboy I'll just be honest with Fable's limits and post it anyway. Fable 5 and I are a fan of SC, so I thought hey since I managed that cool laptop earlier let me try something infinitely harder. Here we gooooooooooo... For a proper viewing experience, listen to this song while you watch the cutlass video: https://www.youtube.com/watch?v=UAKCR7kQMTQ
The laptop attempt was over here: https://www.reddit.com/r/accelerate/comments/1uwrj86/fable_5_blender_make_a_mac/
Here's the frontend-blender skill: https://pastebin.com/fRj8g1N2 Stick this in a SKILL.md file and put it inside your c:\Users\USERNAME\.claude\skills\frontend-blender folder. Consider the skill Apache licensed since it is derived from Anthropic's frontend-design skill. I won't be giving out the blender script, .blend file or 3D model it produced as this is a fair use interpretation of an actual IP for only the purposes of fan art and won't leave this page in any form other than just a fun video to show off Fable's whatnots. I grabbed concept images of the different angles off a fan wiki and provided the official guide as reference so it could get all the nitty gritty details right. <3 Chris Roberts for making that epic game. Drake Cutlass is one of my fav ships. Here's the prompt:
> Use the frontend-blender skill and the concept art located in the current folder (there is also a pdf with more detail about the ship's design to help assist you): Role: You are an expert Blender 3D Artist and Python API scripter specializing in hard-surface industrial design and sci-fi aesthetic modeling.
Task: Procedurally model and prepare for rendering a high-fidelity Drake Cutlass (from Star Citizen) based on the provided reference images. Do not use external files; generate the base geometry and procedural details via the Blender Python API (bpy).
Part 1: Procedural Modeling (Clean Topology)
Chassis Construction: Use bpy.ops.mesh.primitive objects to establish the asymmetric, industrial aesthetic of the Drake Interplanetary design language. Utilize modifier stacks (Mirror, Bevel, Weighted Normal) to maintain clean topology.
Structural Details: Implement the "exposed" aesthetic—model the truss-like framework and exterior plating. Use boolean operations to create the iconic engine housing cutouts and the rear cargo bay ramp assembly.
Paneling & Greeble: Programmatically apply patterns of "greebles" (vents, conduits, and mechanical plating) across the hull to reflect the Cutlass’s utilitarian, rugged nature.
Part 2: Animation & Functional Rigging
VTOL & Landing Gear: Rig the side-mounted VTOL thrusters to rotate on the Y-axis and the landing gear to deploy. Animate these sequences over 150 frames using "Bezier" interpolation for a mechanical, hydraulic feel.
Cargo Ramp: Create a secondary animation sequence for the rear cargo bay ramp to lower to the ground, ensuring the hinge pivot point is mathematically aligned with the hull mesh.
Part 3: Technical Precision & Shading
Material System: Develop a complex node-based Principled BSDF shader using procedural textures (Voronoi/Noise) to generate "worn metal" effects, including paint chips, oxidation, and scratches specific to Drake industrial gear.
Lighting: Set up a "hangar-style" three-point studio lighting rig optimized for Cycles. Use a high-dynamic-range approach to highlight the metallic reflectivity of the hull.
Workflow: Ensure the final Python script automates the creation of all collections, modifiers, and animation keyframes. Configure the render settings for Cycles (GPU compute) with motion blur enabled.
Part 4: Interior Modeling (Cockpit & Cargo Bay)
Cockpit Geometry: Model the pilot/co-pilot seating area and the iconic bubble canopy frame using procedural object creation. Ensure the cockpit interior matches the "industrial-utilitarian" design language of the Cutlass.
Dashboard & Controls: Programmatically place control panels and flight consoles. Use simple primitive instancing to represent the MFDs (Multi-Function Displays) and throttle layout.
Cargo Bay Detail: Create the internal floor plating and side-mounted jump seats. Ensure the interior volume is correctly constrained within the previously modeled exterior shell dimensions.
When you're done making it add to the end of the script a mp4 creation for Reddit that slowly rotates / pans the ship like it's in a commercial, in multi light warm tone lit smoky studio lighting, with closeups of various components of the ship, slow motion dramatic bullet time effects, and make the hangar door of the ship slowly open like a real drake cutlass would, and then "walk" inside the ship showing off the interior.
The follow up prompt I had to write to steer when it got stuck: Is the hanger door of the back of the ship mounted/moving with the ship, i think i noticed from preview images that it seems to separately float apart.
It also messed up on the steps at the back, there's a quad blocking the cockpit, and the transitions were a bit jarring in the video. But, I decided not to waste any more tokens attempting to fix something that should have been a one shot anyway. The door not mounted properly was the only thing I bothered to fix.
Edit: I complimented Fable but gave it constructive criticism, so it rewrote the skill in postmortem but now it involves multiple python helper scripts so it's not as easy as a paste I'd have to set up a git repo and I haven't tested it yet so I'm not publishing that yet. Here's the response: "Thank you — genuinely fun project. You were right that this task class is hard for LLM-driven builds; the honest lesson encoded into the skill is that the gap between "advanced looking" and "looks like the concept art" is closed by process (landmark checklists, ortho comparisons, deployed-pose checks, probes) rather than more rendering passes."