(no title)
Kaijo | 1 year ago
The next step is to generate models with higher quality mesh topology that allows animation and editing without breaking the mesh. I've done a lot of retopologizing and if I (or AI) were to rig these models as-is there would be all kinds of shading and deformation issues. Even without animating they are glaringly triangulated up close. But I suspect really high quality 3D asset generation is just around the corner because all you'd have to do is join up the approach seen here with AI quad re-meshing based on estimated direction fields and feature detection, which is also getting scarily good.
taikon|1 year ago
Kaijo|1 year ago
xi_design|1 year ago
https://cgcookie.com/posts/guide-to-clean-topology
woctordho|1 year ago