Thanks, didn't know the 3D generators had gotten this far. Really need to test it to believe it because I see a base mesh and rough texture. Remesh, sculpt more or new details, weight paint, improve texture and even an inexperienced developer could have a model better than anything I could have dreamt of back in school (many years ago) . The ability to regenerate a small part of the texture was also really interesting. Would be cool if we could also give a rough model as input to a 3D generator. Either as inspiration or to ask the AI to improve it. Imagine if we could combine mesh painting and a prompt to tell the AI to improve something in a certain way. Ex, give it a WV, highlight the hood on the car and tell it that you want part of the engine to stick out visibly and the AI gives you X number of modified meshes with a visible engine block.
@@KrullMaestaren Rodin has released a feature similar to what you mentioned. I have yet to experiment with it but it looks like you can give some parameters for shaping the mesh. Then combined an image as a reference.
I want to be optimistic and say these can be used in a supplemental way. Like if you get concept art for a character with a lot of 2d cheats in its design. The AI can generate model if you get stuck
Exactly, I have worked with a couple teams now that had no art direction. With help from several of these tools and a handful of others they were able to get publishing dollars. Now they have full art teams and projects scheduled for release. These tools are great for bringing the idea to life. Not as much for the product you are trying to deliver to market.
Looks like you can. Treat the result as a base mesh. Remesh the exported result and brake it at the same time into jacket, body, hat, hand etc. I would also do the weight painting on my own to make sure that armor as an example doesn't behave as jelly. You then touch up the textures and apply them to the cleaned up mesh. You can also add new details to the mesh and texture while working on them.
@@KrullMaestaren You definitely have the concept down for finalizing your characters. This is a great jumping off point but they do need the skilled hand of a 3D modeler to be fully useable. Another advanced trick I have learned is to create head, hands, feet, and body as separate meshes. Rejoin them later in Blender. This will give better results for the mesh and textures versus trying to take one full swing at a whole character.
@@RyanHarris-ix1lm that is a great idea. Could use an app like Krita that has a Stable Diffusion plugin and draw out a character in real time. That would be a really interesting workflow.