Earlier quoted context omitted.
>Most people don't know a competent or can't afford to hire one May be relevant in the long run, but it'll probably be 5+ years before this is commercially available. And it won't be cheap either, so out of the range of said people who can't hire a competent That's why a lot of this stuff is pitched to companies with competent people instead of offered as a general product to download.
The open source art ai community is far more mature than people think.
MeshGPT: Generating triangle meshes with decoder-only transformers
161–166 of 166 posts
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#162Earlier quoted context omitted.
> A competent modeler can make these types of meshes in under 5 minutes Sweet. Can you point me to these modelers who work on-demand and bill for their time in 5 minute increments? I’d love to be able to just pay $1-2 per model and get custom dropped into my game when I need it.
they said competent though no cheap
Sure, you can probably demo your skills on one such model, but to do it consistently non-stop is a fantasy.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#163Earlier quoted context omitted.
Millions of people generating millions of images (some of them even useful!) using Dall-E and Stable Diffusion would say otherwise. A skilled digital artist could create most of these images in an hour or two, I’d guess… but ‘most people’ certainly could not, and it turns out that these people really want to.
Are those millions of people actually creating something of lasting value, or just playing around with a new toy?
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#164Earlier quoted context omitted.
> but it'll probably be 5+ years before this is commercially available I think you should look at the progress of image, text, and video generation over the past 12 months and re-asses your timeline prediction.
I have no doubt that 3d modeling will become commodified in the same way that art has with the dawn of AI art generation over the past year. I honestly think we'll get there within 18 months. My skepticism is whether the technique described here will be the basis of what people will be using in ~2 years to replace their low level static 3d asset generation. There are several techniques out there, leveraging different…
At the moment, making 3d models is a lot of skilled, monotonous work, especially for stuff like scene furniture. I guess I'd be pretty happy if some of that work could be automated away, and I'm pretty confident that there's no point automating away the remainder, for the same reason you don't want ChatGPT writing your screenplay.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#165Earlier quoted context omitted.
Yes but no, none of that really describes current development.
perhaps, but I was responding to >Most people are not a competent . Most people don't know a competent or can't afford to hire one. emphasis mine. Affordability doesn't have much to do with capabilities, but it is a strong factor to consider for an indie dev. Devs in fields (games, VFX) that don't traditionally pay well to begin with.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#166Earlier quoted context omitted.
perhaps, but I was responding to >Most people are not a competent . Most people don't know a competent or can't afford to hire one. emphasis mine. Affordability doesn't have much to do with capabilities, but it is a strong factor to consider for an indie dev. Devs in fields (games, VFX) that don't traditionally pay well to begin with.
Yes, but you were also saying that it would be that way in 5 years, and if you look at the cases for which these tools were practical at the start of 2023 compared to the practical applications now, not even a full year of progress, the relevance of your argument to the reality of the scene is not clear.
>the relevance of your argument to the reality of the scene is not clear.
I feel it's clear if you're following the conversation chain. Is there something you'd like me to clarify?
Practical applications for a medium-large studio is very different from the practical applications of a solo/small dev team. That's all I'm really getting at. There is all kinds of cool tech from 2010 that still isn't viable for indies but is probably used at every AAA studio, so there's precedent I'm basing this on.