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Reddit · ClaudeCode / Codex / VibeCoding· /u/JigSawPT·· 8小时前AI 评分59

用 Claude Code 修复 Codex 遗留的 Blender 怪物模型颈部贴图

原文标题:If you never tried Claude Code

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作者用 Codex 的 Sol 5.6 在 Blender 里搭出一个复杂怪物模型,项目当时只有几百 MB;随后 Astra 和 Sol 6/6.1 花数周修复颈部一块皮肤贴图,中间草稿和迭代文件让项目膨胀到近 3TB,问题仍未解决。

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Hi there, fellow AI code users,

I want to tell you what I think can change someone's life and make them stop wasting time.

I used to believe that, for 3D modeling and Blender work, Codex, first with Sol and then with Astra, was the best option, and Claude Code was the best option for everything else.

All my workflows were based on that assumption.

Recently I had this real experience: I tried to create a huge creature, complete, with scales, as realistic and complex as possible.

I started with Sol 5.6, then progressed to Astra. Sol 5.6 actually built most of the creature successfully (and at that point the entire project was only a few hundred MB), but it was never completely finished.

Months passed, I had other parallel projects, but every time a reset was coming or I had some usage to spend I would put Codex to work on that creature.

Lately I was stuck on a patch of skin that wasn't right, it just didn't feel real/natural.

I put a goal on Codex to finish the creature, just finish it, deliver it.

Weeks passed. I had it run from 100% quota to 0% many times.

The day before yesterday I checked my PC, because it was acting weird, and I had 4GB left on my 8TB drive and 200MB on my other 2TB drive.

Astra and Sol 6/6.1 had built 2TB of data on the big drive, and stored drafts and other archived iterations on the smaller drive, amounting to almost 3TB of data. (To be clear, this was recent: the whole creature project had only been a few hundred MB before these attempts to fix the neck patch.)

The patch of skin was still undone. I asked Codex to show me all the iterations it created, some pictures... all of them were not ready to ship, not even close.

I had enough, I deleted some folders from other projects to get more space on the disk, and went on OpenCode, used DeepSeek Flash 4.1, GLM 5.3 Flash, Mimo 2.6 Flash and Pro.

The patch remained.

Yesterday, around 10pm I went on Claude Code, which I had been avoiding because I thought it wasn't there for this kind of job, and I wrote:

"You need to step in because this is getting chaotic.

I've been working on a number of graphics experiments, mainly around the Monster Room, using several different agents. At this point I need a proper cleanup because traces of the work are scattered across both C: and D:, and I want to remove everything that is no longer being used.

The problem is that I still don't consider the creature finished. There is a patch on the front of the neck that looks completely out of place compared with the surrounding area. Depending on the iteration, the colour is wrong, the scales look aberrant, or it simply looks like there is a "hole" there.

I need you to use vision to inspect the various attempts that were made to solve this problem. Most of those attempts generated PNGs and other images, so hopefully you can learn from them without having to touch anything overly complicated.

What I want is simple in principle, but difficult in practice:

  1. Clean up all the failed or abandoned iterations.
  2. Delete unnecessary files, temporary outputs, failed experiments, duplicated assets, and anything else that is no longer required.
  3. Be very careful not to delete anything that represents useful work or anything needed to reconstruct the best version.
  4. Identify the best current version of the Monster and consolidate the useful work into that version.
  5. From that version, finally fix the problematic neck patch.

The neck fix should essentially "close" that area using the surrounding texture and geometry as reference. It needs to look like a natural continuation of what is above it, beside it, and below it, with a gradual and seamless transition rather than looking like a separate patch.

My main priority, however, is reclaiming disk space without accidentally destroying any of the extensive work that has already been done.

So before deleting things, work out what is genuinely useful and what is disposable.

If some of the previous experiments contain good elements, combine the best parts into a final version. If none of them are actually worth keeping, then at least learn from what failed, determine what approaches should be avoided, and come up with a better solution before cleaning out the old experiments.

You may also delete other obvious junk related to this project if you find it, but do not delete anything useful or potentially important.

In short: preserve the valuable work, remove the accumulated junk, consolidate everything into the best current version, and finally finish the Leviathan properly."

Just now, after 12 hours, the problem is fixed. Just fixed, perfect, deliverable. Opus 5.5 medium.

You can say whatever you want, it was the prompt, it was the fact that it had all that history, but I made similar prompts many many times in Codex, with all kinds of effort levels, I used open source models with all kinds of effort levels, I tried everything.

So, my post is for the person that never tried Claude Code, I wrote this post 100% by hand, only the prompt was translated with an AI tool because I write my prompts in my own language, I have no affiliation and I have used Codex longer than Claude Code, but today I have to tell you, maybe you should switch, just maybe.

TL;DR:

I spent months building a complex Blender creature with Codex. Sol 5.6 successfully built most of it, and at that point the entire project was only a few hundred MB.

Recently, Astra and Sol 6/6.1 spent weeks trying to fix one persistent patch of skin on the neck. During those attempts, the project exploded from a few hundred MB to almost 3TB, mostly from drafts, archived iterations, temporary outputs and other intermediate files, while consuming a large amount of quota without actually solving the problem.

I also tried several other models through OpenCode. The patch remained.

Claude Code, with Opus 5.5 medium, then took the existing project, went through the previous work, cleaned it up, preserved what was useful and fixed the patch in about 12 hours.

The takeaway isn't that Codex couldn't build the creature. Sol 5.6 did most of that successfully. What stood out was the behaviour of the newer Astra/Sol 6/6.1 models during repeated agentic/3D iterations, particularly the enormous accumulation of intermediate files while stuck on one relatively small remaining problem.

That may actually be worth looking into, because it could be something specific to the newer models rather than Codex as a whole.

submitted by /u/JigSawPT to r/codex
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来源:Reddit · ClaudeCode / Codex / VibeCoding · reddit.com