I'm also envisioning a Ready Player One type of online escape world where content is generated from social media images/films.
Using GANs to Create Fantastical Creatures
31–40 of 81 posts
Re: Using GANs to Create Fantastical Creatures
#32In the future GANs will replace all of human creativity so much so that humans will spend all of their creative outlets on training GANs and using GANs to do the creation for them.
Huamns can produce novel artworks that a computer cannot, usually with more control over the intagibles like creativity and the fundamentals like drawing and perceiving the world.
Re: Using GANs to Create Fantastical Creatures
#33Re: Using GANs to Create Fantastical Creatures
#34Re: Using GANs to Create Fantastical Creatures
#35Re: Using GANs to Create Fantastical Creatures
#36Earlier quoted context omitted.
You have to draw solid regions, not an outline.
I did that and also got inexplicable holes: https://i.paste.pics/8bed0cd17629f0e9c852a24162bf381e.png Otherwise my clumsy, misshapen caricature turned out surprisingly nice. (I mean, relative to how nonsensical its anatomy is.) The shapes are followed very precisely, so yes, blobby input begets blobby output.
Re: Using GANs to Create Fantastical Creatures
#37Re: Using GANs to Create Fantastical Creatures
#38Surely I can't be the only one that tried to paint a penis to see how it went.
Re: Using GANs to Create Fantastical Creatures
#39Surely I can't be the only one that tried to paint a penis to see how it went.
Re: Using GANs to Create Fantastical Creatures
#40Does anyone know of work towards automatic 3D model generation and, ideally, rigging for animation? It seems like the future, but it also seems like it’s not getting the attention it should.
There are a lot of moving parts. Sculpting, UV Mapping, Rigging, Skinning, Animation, LODs, Baking, Texturing, engine import, lighting, materials. A lot of things can be done procedurally, but going from 2d concept to actual working 3D Character in video game is a long jump. On top of that every game will have very different asset and gameplay requirements.
On the other side of it, from the triple-A point of view, automating even one of the steps you mention will be a huge time saver. Artists tend to worry about machines replacing them, but I think it will only unlock more, better art. You'll be able to do so much. So there is a big financial incentive to get this right; the first one to capture the market will be in a strong position.