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DigitalOcean Serverless Inference55+ AI models behind one OpenAI/Anthropic-compatible API
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Maker
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Hey! Created AIOS to solve my own workflow headaches. Would love to hear your feedback :)
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It would be super helpful if AIOS could let you tweak the generated textures afterwards, like adjusting roughness or normal map intensity right inside the tool. Honestly most of the time the base output is close but not quite perfect, so having some sliders to fine tune without exporting back to another app would basically save a ton of workflow time for game devs.
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Maker
@tuana1214594 Thanks for the great suggestion, Tuana! Having sliders for roughness and normal map intensity right in the UI makes total sense. I’m adding this to our roadmap for upcoming updates!
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Maker
Update on AIOS 👋
The catalog has grown to 4 shipped packs, all live on Unity Asset Store, Fab, and itch.io: Sci-Fi Door Pack 01, Sci-Fi Wall Panel Pack 02, Sci-Fi Wall Panel 03 (5 variants), and Sci-Fi Floor Pack (4 variants).
Every pack ships with full 4K PBR maps (BaseColor, Normal, Emission, Height, MaskMap), documentation, a license, and a ready-to-open Unity demo scene — plus a clean and a battle-damaged variant of every material.
What's next on the roadmap: in-tool sliders for roughness/normal map intensity (thanks again Tuana!), a voice-driven control layer for the whole pipeline, and more material variety beyond the current sci-fi line.
One question for you all: right now the product goes by "AIOS", with the studio behind it called AIOS Studio. Trying to decide whether to keep that split or fold everything under one name — curious what reads clearer from the outside.
See it all at aiosproject.com — thanks again to everyone who tried a pack or left feedback here, it's genuinely shaping what gets built next.
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the way it handles PBR generation automatically is honestly such a time saver for solo devs like me
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Maker
@berkayotip Thanks Berkay! That was exactly the goal—to save solo devs hours of tedious work. Glad it’s helping your workflow!
It would be super helpful if AIOS could let you tweak the generated textures afterwards, like adjusting roughness or normal map intensity right inside the tool. Honestly most of the time the base output is close but not quite perfect, so having some sliders to fine tune without exporting back to another app would basically save a ton of workflow time for game devs.
@tuana1214594 Thanks for the great suggestion, Tuana! Having sliders for roughness and normal map intensity right in the UI makes total sense. I’m adding this to our roadmap for upcoming updates!
Update on AIOS 👋
The catalog has grown to 4 shipped packs, all live on Unity Asset Store, Fab, and itch.io: Sci-Fi Door Pack 01, Sci-Fi Wall Panel Pack 02, Sci-Fi Wall Panel 03 (5 variants), and Sci-Fi Floor Pack (4 variants).
Every pack ships with full 4K PBR maps (BaseColor, Normal, Emission, Height, MaskMap), documentation, a license, and a ready-to-open Unity demo scene — plus a clean and a battle-damaged variant of every material.
The pipeline: Generate → QA (tiling test, color curves, emission masking) → PBR Maps (generated locally) → Upscale to 4K → Package (docs, license, demo scene) → Publish (Unity Asset Store, Fab, itch.io, ArtStation).
What's next on the roadmap: in-tool sliders for roughness/normal map intensity (thanks again Tuana!), a voice-driven control layer for the whole pipeline, and more material variety beyond the current sci-fi line.
One question for you all: right now the product goes by "AIOS", with the studio behind it called AIOS Studio. Trying to decide whether to keep that split or fold everything under one name — curious what reads clearer from the outside.
See it all at aiosproject.com — thanks again to everyone who tried a pack or left feedback here, it's genuinely shaping what gets built next.
the way it handles PBR generation automatically is honestly such a time saver for solo devs like me
@berkayotip Thanks Berkay! That was exactly the goal—to save solo devs hours of tedious work. Glad it’s helping your workflow!