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Comment by avaer

13 hours ago

If you haven't tried AI modeling pipelines in the last year you'll be surprised.

The star of the show here is https://platform.worldlabs.ai/ (author works there, I don't) which is really good. There's also Meshy.ai (which this repo doesn't seem to use?) for non-scene stuff that's right up there in quality. There's texturing, auto-rigging, etc.

The latest VLLM models have true pixel image grounding which means you can totally ask your AI about pixel coordinates of things, so you get 3d perception for edits and anything else you need.

I'm actually surprised I don't see this stuff being used more; I think it's because most pipelines are hard-baked with assumption that your 3D assets are files you get from an artist, not something you can imagine up in minutes in a script. The technology is moving faster than the industry can keep up with.

> I'm actually surprised I don't see this stuff being used more;

There's very little incentive to publicly admit you're using this tech. In fact there are a lot of reasons not to.

What's the best option for converting house blueprints or 3D rendered images back to models?

  • There are not good workflows for doing this for a whole scene, especially where accuracy needs to be preserved. One shot models seem to be very good at providing 3D from a single angle, but multishot is very shoddy at this point, and without seeing behind things you have no clue about what is actually there.

    Also, try meshy and look at how many polygons or triangles you get from any of the model objects. Hundreds of thousands, when you retopologize still goes to the high tens of thousands.