Thread #1025855
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It's unironically over. AI can make better topology than 99.9% of /3/.
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>AI will do a really tedious job for the artists
Oh no, how terrible.
Funny enough though, some engines are getting so good with polycounts, that auto-remeshed sculpts are being used directly in games.
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>>1025855
that's my picture chud. it's not as good as it looks. there are various issues especially around the ears and eyelids. it's also an extreme pain to do any of this shit. you have to go part by part and retopo each one and it takes fuck knows how much compute several minutes and you don't know what you're getting. hair is pretty much a sculpt and you'll have to do the cards yourself. basically, you'll need a lot of work for an unautohred and mediocre result.
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I've tried it and what it shits out is unrigable. The mouth's welded shut it's just not how you do a mouth most of it rigs fine but once jaw/mouth is involved it breaks. We're gonna be fine.
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>>1026200
Yup. There's a lot of models still being changed, with varying levels of optimization, but Victor is the only one that hasn't been retopologized.
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>>1026225
Stylized still needs smooth lines, but that first one is one of the WIP heroes Valve need to finish. Source 2 is pretty good with high poly stuff anyway.
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>>1026316
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>>1026315
I don't think polycount matters much if it's weight painting. I have thought that they could make a very simplistic mesh with the rigging, and transfer the weights over as a starting point, but that's just a guess.
>>1026319
The UVs look mostly automated, so it's either that, or they baked the polypaint from the sculpt.
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>>1026452
There are no prizes for pointless 'busy work'. Valve's always been pretty hacky during the development period of their games, and that's what Deadlock is in, currently.
It's just curious that Victor is the one in this state, since he's one of the characters made after they ditched Neon Prime, and his design looks pretty final.
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>>1026503
It isn't. I can show you gun or a thing with a lot ridges which it fucks up bad because it's capped at like 10 to 20k polys. It can do female eyelids but not male because of the brow ridge. Anyway, 3D is pretty much done. It's like 6 to 12 months away for decent meshes. Texturing still sucks. Rigging as well.
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I have tried every image to 3d "service" out there.
>They all work off of base models and if anything deviates from that, it hallucinates shit
>It can NEVER get the likeness right, even if you provide all possible angles.
>Proportions are off, always.
>Always welds the crotch, armpits and mouths
>No fine detail.
>Texture work is abysmal.
Congrats, you can now generate spectator crowds for sports games.
Complete garbage. There have been zero improvements in the last 24 months. Fuck off and kill yourself with your ai garbage
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>>1026953
tripo does pretty okay likeness. probably the best out of the bunch but yeah it fails at it atm. proportions are not that off. the crothc, pits and mouth are easy to fix. it's way more expensive to do fine detail but it can do it even if not that good atm. yeah textures are trash but really just put into substance unlss you need something REALLY intricate it's fine.
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>>1026315
>How the fuck do you skin so many triangles? It's hard to imagine when you work with 6k at most
normally?
when i worked on a zombie game and models got too dense i used proxies, and projectes skinning from simpler models, then painted them up till i liked the way it deformed, if all failed i used blend shapes to correct shit
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Again, it's still weird that OP is trying to make this sound like a doom story for 3D artists. Automated retopology would be a godsend, or at least a good starting point.
Not their examples of it though. Those look like dogshit that would have to be completely reworked.
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https://www.sp-6m.com/
soon it will be over for chracter artists doing realistic humans
i believe a couple of other places are almost done building similar datasets
image > photoreal 3d likeness with good topo and prerigged is probably going to happen in ~12 months
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