Thread #1025855
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It's unironically over. AI can make better topology than 99.9% of /3/.
+Showing all 64 replies.
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>>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
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Great. We went from dead board and "ur 3d a shit" to dead board and "ITS OVER ITS SO OVER" posts every day
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>>1025857
Mmmm, looks like someone wants BWC
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Enough with the "it's over" AI threads
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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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>>1025861
>auto-remeshed sculpts
Is that why you posted a decimated sculpt?
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>>1025863
Maybe AI can automate pointless nitpicking next.
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>get fucked pencilfags, Computer Generated Imagery is the future. Have fun working at Blockbuster....
>HELLLPPPP!!!! COMPUTERS ARE GENERATING IMAGERY!!!!!
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>>1025864
Maybe you can stop pretending to know what the fuck you're talking about next time
Goddamn undergrads
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>>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.
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>>1025876
There's no point in talking to someone who can't make the difference
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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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>>1025861
Is this seriously an ingame model from Deadlock?
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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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>>1026221
>that many polys for stylized slop.
the fuck. are they using AI?
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>>1026225
No, it was topologied by hand. *clapclapclap poundpoundpound splat throb pulse splat*
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>>1026182
Are you retarded? Just rip the edges & extrude it a bit inwards. It looks fine.
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>>1026241
do you not see the collarbone getting completely ripped apart.
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>>1026176
>it's not as good as it looks
Don't worry, it does not look good at all, the level on /3/ is very low
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>>1026275
What's wrong with it? It doesn't look too bad. The main loops are where they should be. The brow ridge is kind of weird though.
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>>1025855
What's topology? Can I get it on Daz?
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>>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
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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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>>1026304
How the fuck do you skin so many triangles? It's hard to imagine when you work with 6k at most
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>>1025855
Can you show it on more models?
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>>1025861
???
how do you even texture this? just drop into substance and paint on it?
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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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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
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>>1026325
how is a billiopn dollar company this fucking lazy.
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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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>>1026452
what difference does it make? Nobody complains about the performance
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>>1025855
So... what's the name of that AI tool?
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>>1026502
Judging from >>1026320 it's just random hand made models
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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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>>1026504
Still no mention what the AI tool actually is, so people can go judge for themselves.
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>>1026523
no spoonfeeding chud.
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>>1026532
You're the one making claims that this totally-not-bullshit AI is able to do this. The burden of proof is on you.
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>>1026533
I told you no spoonfeeding chud. but nice try.
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>>1026534
Weak troll, bud. Weak as fuck troll.
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>>1025858
I can't believe this idiot talking about gay sex is still here
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>>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.
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>>1026554
No, chud. I'm still not spoonfeeding.
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>>1025855
>99.9% of /3/.
that implies that there is at least 1000 anons in /3/
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>>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.
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>>1026928
will deform fine.
will deform fine.
they're there.
will deform fine.
will deform fine.
next please.
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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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>>1026952
SAAAAAR IT WILL DEFORM SAAAAAAAAAAAAAAAAAAAAAR JUST ANIMATE BLOODY BASTARD BENCHOD
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https://www.youtube.com/watch?v=zXXUH0_MFCw

Some actual AI topology
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>>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
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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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>>1026315
Might as well ask "how do you paint so many pixels" when you're painting a texture
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>>1027221
wdym bro? their topo is extremely lazy just a trillion polys could be remeshed for all we know.
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>>1026504
>It's like 6 to 12 months away for decent meshes.
You've been saying this for 5 years.
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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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>>1027132
just tried this and you can't download any file you create without paying, and paying is very difficult due to it being chinese-based
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>>1027284
???
you just put in your card details.
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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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>>1027317
also finally some good progress on ai uv seams
https://meshtailor.github.io/
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>>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).
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>>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
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>>1027344
metahuman you fucking chud.

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