MeshAnything – Converts 3D representations into efficient 3D meshes
buaacyw.github.io
MeshAnything – Converts 3D representations into efficient 3D meshes
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Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#2Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#3Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#4Weird custom non-commercial license unfortunately. Notes from the GitHub readme:
> It takes about 7GB and 30s to generate a mesh on an A6000 GPU
> trained on meshes with fewer than 800 faces and cannot generate meshes with more than 800 faces
Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#5Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#6Beside good topology is dependent on the use case, it’s very different if you are doing animation, a 3D print, a game or just a render.
Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#7Words have meanings, you can’t call AI generated meshes, “Artist created Meshes” not matter how good you think your results are. Beside good topology is dependent on the use case, it’s very different if you are doing animation, a 3D print, a game or just a render.
Low-poly re-mesh tools have been around for ages (some better than others), but there are good reasons pro's still do this step manually all the time. Primarily "good" is based on _where_ the quads, loops, and unavoidable n-gons end up in the model (or stuff ends up looking retro 90's.)
There is also the complex legal side of algorithms not being able to create copyrightable works in some jurisdictions. Talk with your IP lawyer, this area gets messy fast when something famous or trademarked is involved.
Cheers, =3
Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#8Re: MeshAnything – Converts 3D representations into efficient 3D meshes
#9MeshAnything generates meshes with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.
https://github.com/wjakob/instant-meshes
Cheers =)