- Prepare a clean project structure.
- Connect Fable 5 work with Blender and Godot without losing traceability.
- Create a simple first asset and export it as GLB.
mi-prototipo-3d/
docs/
design.md
prompts.md
decisiones.md
blender/
source/
exports/
godot/
project.godot
scenes/
scripts/
assets/
models/
textures/
qa/
checklist.md
capturas/Install the essentials
- Blender for modeling, cleanup, materials, and export.
- Godot 4 for the playable prototype.
- Git to save versions before major changes.
- Fable 5 or Claude for design, scripts, review, and prompts.
First setup prompt: Act as technical director for an educational 3D prototype. I will use Blender and Godot 4. Review this folder structure and tell me: - what is missing - what names you would change - what files I should not version - what checklist to use before importing a GLB in Godot Structure: [paste the folder tree here]
First test asset
In Blender, create a cube, a door, and a collectible sphere. Don't aim for beauty yet: focus on correct scale, a clean origin, a clear name, and stable export.
GLB export checklist: - scale applied - origin where it makes sense - name without odd spaces - simple materials - linked or packed texture - mesh without accidental geometry - exported to blender/exports/ - imported in Godot without critical warnings
Official sources
- Godot documentation
- Blender Python API: mesh operators
- Blender manual: glTF 2.0