>>1025855 I don't think you'll find a lot of 3d artists complaining about automating retopologizing existing the problem so far is that automatic retopo usually sucks if AI does it, cool, I'll take it
>get fucked pencilfags, Computer Generated Imagery is the future. Have fun working at Blockbuster.... >HELLLPPPP!!!! COMPUTERS ARE GENERATING IMAGERY!!!!!
>>1025875 Maybe next time discuss the point of the post instead of being an "um actually" nerd about some term. It's still a sculpt that's been made game ready without manual retopology.
>>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.
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.
>>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.
>>1025861 >some engines are getting so good with polycounts, that auto-remeshed sculpts are being used directly in games. Man-made horrors beyond human comprehension
>>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.
>>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.
i don't care about topology you can just wrap and be done, i want it so it can actually capture facial features right i tried it and it looked like a retarded version of the image
>>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.
>>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.
>>1025855 This just looks like regular retopology tools, I don't think this is actually AI considering the person won't show what the actual tool that did this is.
>>1025855 >Huge fucking pole on the forehead >T junctions out the ass >No face loops >Edge flow that doesn't conform to any shape >random ass vertex density I GUARANTEE you this was probably made by an indian.
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
>>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.
>>1025861 capcom likes to use decimated models for enemies which is ironic saince they also have some of the best character topology on playble characters
>>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
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.
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
>>1027317 these generic ass heads are already solved. what we're missing is hyper realism, hair(difflock kinda does this but you can't do anime hair) & clothes(of intricate variety think final fantasy armor).
>>1027342 >these generic ass heads are already solved. oh nice. can you post one? make sure it includes good albedo, rough, normal, height, cavity please
>>1025855 >It's unironically over yeah it is. But not because of this; it's because of image to video.
You don't even need 3D anymore, it is going to become a niche hobby thing. It's sad; I spent hundreds of hours learning blender and now I can just make an animation like this out of a game screenshot in a few hours. At least blender was fun; this is like brute forcing / trial and error of trying to communicate what's in your head with a weird autistic savant.
Animating still 3D renders and screenshots looks as good or better than actual 3D animation with materials and keyframes and all, if you ask me. And that's just with Grok; if I could use Seedance 2.0, man...
Fortunately, I think artists can utilize AI to make art far better than non-artists. The only hard skill required is communication (via text and images)
>>1027821 >I spent hundreds of hours learning blender and now I can just make an animation like this out of a game screenshot in a few hours. You can make some garbage that would take a few minutes in a few hours?
>Fortunately, I think artists can utilize AI to make art far better than non-artists. The only hard skill required is communication (via text and images) >my ability to write is better than a skilled autist You are ESL and unskilled and you will be replaced by AI, because people like you are the the only people it threatens. You - Don't know what you're looking at. - You can't make it. - People can't explain it to you.
The best you can hope for is being like Cris doing this for thousands of hours as a hobby, but staying dogshit, because you will apparently never learn that this shortcut taking is why you are shit at it.
>>1027825 You can only automate it if you know what you're doing. If someone makes a one button tool, all that means is people who don't understand topology will have new ways of fucking it up.
Take rigging for example, it's actually very easy these days, if you have learned how. It's not time consuming like it used to be. But, that doesn't stop the very same people >uhghh, I spent hundreds of hours learning blender and now I can just use with automatic weights And it looks shit, even though they think it's great that it's better than nothing. And then, because they go out of their way to show everyone how bad their work is, they complain how competitive the industry is.
>>1027915 I was drunk when I posted that. But still, it's not wrong.
>You can make some garbage that would take a few minutes in a few hours? It takes a few hours to gen enough good material and pick out the best from it to the point I'm satisfied, but that's me. Indeed, many lazy fucks just take the 1st slop the AI shits out. I made this on Wednesday. I would've made it in blender if I didn't have to be a fucking god at it to do so (and need several weeks of work).
>>1026225 that's a fucking ingame rip, the engine automatically triangulates models on import for the engine optimizations, op has no fucking clue what he's talking about. Evan a blind person can see the fucking underlaying topo
>>1025855 >it can do PBR now https://sketchfab.com/m-xr/collections/auto-pbr-imagetomaterial-4137cee2eca94d4b9eb3376dbac359a0 It's fucking OVER. all thosey ears spent learning maya & substance. just end me
>>1026504 >Anyway, 3D is pretty much done and why would you care so much, mr finkelstein? What drives you to insist on it to the public? Is it because you're pitching something or is it because you're a deranged faggot?