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Trellis – 3D mesh generative model

trellis3d.github.io

61–70 of 84 posts

Re: Trellis – 3D mesh generative model

#61
post #42

Wow, that's amazing.. I think this is the first time I've felt sick to my stomach watching AI generated content.. A sadness rush over me. Because these look so good, like every soul-less super-high quality shovel-ware asset ever made. I'm not putting it down, it truly is an amazing achievement, and it feels like it marks the end of hand-made assets. I don't even feel bad for the artists, I just feel bad for myself, b…

What if 2,000 people from your community collaborated on an art piece that spoke to their own personal experience?

The artistic message would be disjointed, muddy, but indisputably an unmitigated human expression.

So you put an artistic director in charge of curating and unifying the collective work.

Still a human expression.

This is what AI represents, and what the prompt writer represents.

The data in LLM is undeniably human. Everything it "knows" is an extension of and exclusively composed of real human data.

The prompt writer has a choice how much of his own human input to prioritize, and how much raw humanity to allow spontaneously.

Re: Trellis – 3D mesh generative model

#62
post #42

Wow, that's amazing.. I think this is the first time I've felt sick to my stomach watching AI generated content.. A sadness rush over me. Because these look so good, like every soul-less super-high quality shovel-ware asset ever made. I'm not putting it down, it truly is an amazing achievement, and it feels like it marks the end of hand-made assets. I don't even feel bad for the artists, I just feel bad for myself, b…

> if I wanted a procedually generated world that just exist for no reason in particular, I'd walk outside..

Oops, old.reddit.com/r/outside/ is leaking again

Re: Trellis – 3D mesh generative model

#63
post #56
post #42

Wow, that's amazing.. I think this is the first time I've felt sick to my stomach watching AI generated content.. A sadness rush over me. Because these look so good, like every soul-less super-high quality shovel-ware asset ever made. I'm not putting it down, it truly is an amazing achievement, and it feels like it marks the end of hand-made assets. I don't even feel bad for the artists, I just feel bad for myself, b…

> I want to walk worlds that arose in the minds of others, not just worlds A significant portion of game developers hate level design and the only reason they don't do procedural is because it's hard, so they are forced to build hand-crafted worlds. I'm one of those and I would find it pretty hilarious if anyone played my game thinking the levels "arose" in my mind, like I'm some kind of profound artist. I take great…

> A significant portion of game developers hate level design

And that shows, that really, really shows :)

Now they get to make even more of the soul-less trash in shorter time..

I'm not putting this tool down, it's an amazing technical achievement, and the results are absolutely mind-blowing, but, to me, it is what it is, and it's just like, my opinion, dude, not some statement of absolute truth.

You hating level design and wishing you didn't have to do it at all has absolutely no bearing on my wanting games where the assets are made by hand.

Conversely,me not wanting products made by people who don't like making them, should have absolutely no influence on you. I don't care if your passion is some other field of game creation, go do that, and have someone who enjoys level design do the levels, if you can't, well, then I guess you'll have to just accept that I might not want your game, and that's okay too, for both of us, you don't have to make something _I_ in particular like, and I don't have to accept your criteria for what I like.

I want, as an inherent property of the stuff I consume, a few things whose merits can be argued endlessly about, but I'm not arguing about their merit, my opinion, my criteria for selection is inherent property itself.

I'm not arguing whether there are any difference, I'm not arguing one is better than the other, I'm not arguing why one should be chosen over the other, I'm simply stating that among my selection criteria is that particular property of origin. It in itself, alone, nothing about it, just it.

I want movies recorded on actual film, not movies that look like it, inherent property not its merit.

I want books written by human minds, not books that "you can't prove was not".

I want paintings painted by pencils held in human hands, guided by human hearts and minds, regardless of whether I am looking at a photograph of that painting, the property of it's origin is important to me, not its merits of lack thereof.

So yeah, you can attack the merits of doing things one way or another all day long, but you don't get to say what I can an can not chose as my selection criteria.

Re: Trellis – 3D mesh generative model

#64

Earlier quoted context omitted.

> "The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated, interactive content." Well not really sure what you're talking about here wrt nodes (adding in arbitrary rotation/zoom sounds great in theory if all you're looking for is a lazy susan or spinning exorcist heads), but the next steps will likely be more around ensur…

I meant rigging, but I'm a layman so I don't know the terminology. But yes, symmetrical models with simpler meshes and better UV maps would definitely be needed to make it work as I'm imagining it

Mixamo is pretty close to this (Auto-rigging tool from Adobe). https://www.mixamo.com/#/

It's limited to mostly human shapes, but I've personally used it in combination with the 3d-pack in comfyUI to generate 3d models and rig them, starting from a text prompt.

Trellis looks like a more capable model generation tool than TripoSR and marching cubes, which is what I was doing in Comfy: https://github.com/flowtyone/ComfyUI-Flowty-TripoSR - It worked but models ended up having a slightly "melted wax" appearance.

This type of flow is definitely already here for low quality assets (think mobile games). I'm excited to go play around with Trellis, looks like a significant bump up in quality.

Re: Trellis – 3D mesh generative model

#65
post #63
post #56

Earlier quoted context omitted.

> I want to walk worlds that arose in the minds of others, not just worlds A significant portion of game developers hate level design and the only reason they don't do procedural is because it's hard, so they are forced to build hand-crafted worlds. I'm one of those and I would find it pretty hilarious if anyone played my game thinking the levels "arose" in my mind, like I'm some kind of profound artist. I take great…

> A significant portion of game developers hate level design And that shows, that really, really shows :) Now they get to make even more of the soul-less trash in shorter time.. I'm not putting this tool down, it's an amazing technical achievement, and the results are absolutely mind-blowing, but, to me, it is what it is, and it's just like, my opinion, dude, not some statement of absolute truth. You hating level des…

Relax, no one's policing your opinions. You're not under attack.

Re: Trellis – 3D mesh generative model

#66
post #56
post #42

Wow, that's amazing.. I think this is the first time I've felt sick to my stomach watching AI generated content.. A sadness rush over me. Because these look so good, like every soul-less super-high quality shovel-ware asset ever made. I'm not putting it down, it truly is an amazing achievement, and it feels like it marks the end of hand-made assets. I don't even feel bad for the artists, I just feel bad for myself, b…

> I want to walk worlds that arose in the minds of others, not just worlds A significant portion of game developers hate level design and the only reason they don't do procedural is because it's hard, so they are forced to build hand-crafted worlds. I'm one of those and I would find it pretty hilarious if anyone played my game thinking the levels "arose" in my mind, like I'm some kind of profound artist. I take great…

I poured ten years of my life into a open source game near nobody played. Screw all that handcrafted lovechild of artist-brain shit. My 2nd game was using store-assets and i was free to get things done.

Re: Trellis – 3D mesh generative model

#67
post #42

Wow, that's amazing.. I think this is the first time I've felt sick to my stomach watching AI generated content.. A sadness rush over me. Because these look so good, like every soul-less super-high quality shovel-ware asset ever made. I'm not putting it down, it truly is an amazing achievement, and it feels like it marks the end of hand-made assets. I don't even feel bad for the artists, I just feel bad for myself, b…

If it makes you feel any better, the arena of human competition isn’t going to fundamentally change just because of this technology, IMO. Yes, we’ll see a flood of slop as it becomes more widely available. But the real artists, the ones who want to make things with purpose, will learn how to use this technology as a stepping stool towards something even greater.

Look at people like Martin Nebelong - they’re learning how to leverage AI without losing the human in the loop.

https://x.com/martinnebelong?s=21&t=cTpE-rRbCiocUlN0VaSheQ

Re: Trellis – 3D mesh generative model

#68

Earlier quoted context omitted.

I meant rigging, but I'm a layman so I don't know the terminology. But yes, symmetrical models with simpler meshes and better UV maps would definitely be needed to make it work as I'm imagining it

Mixamo is pretty close to this (Auto-rigging tool from Adobe). https://www.mixamo.com/#/ It's limited to mostly human shapes, but I've personally used it in combination with the 3d-pack in comfyUI to generate 3d models and rig them, starting from a text prompt. Trellis looks like a more capable model generation tool than TripoSR and marching cubes, which is what I was doing in Comfy: https://github.com/flowtyone/Comf…

Super cool stuff! Thanks for sharing. It's exciting to see how fast this space is developing.

Hopefully one day we get some open source alternative to Mixamo that plays nicely with the rest of the open ecosystem.

Re: Trellis – 3D mesh generative model

#69
post #27

I tried an image of a F-117 stealth bomber from wikipedia. The output was a complete fail, to the point where I have no idea how they managed to generate the examples on their project page. The basic silhouette was completely inaccurate. I was hoping you could upload several images from different angles to help it, but that doesn't appear to be a feature.

The F117 is weird. Unless you already know what it looks like, any single view from any particular angle is quite hard even for a human to extrapolate from. If it wasn't in its dataset then I can forgive it that, particularly because the angular nature of it means that it could easily be tripped up into thinking it's not looking at an aircraft at all.

I'm not saying anything about the quality of the model here - just that the F117 is almost certainly going to be an unfair test.

Re: Trellis – 3D mesh generative model

#70
post #42

Wow, that's amazing.. I think this is the first time I've felt sick to my stomach watching AI generated content.. A sadness rush over me. Because these look so good, like every soul-less super-high quality shovel-ware asset ever made. I'm not putting it down, it truly is an amazing achievement, and it feels like it marks the end of hand-made assets. I don't even feel bad for the artists, I just feel bad for myself, b…

Think of it this way: AAA games will now have to do something MORE than just "amazing graphics" in order to set themselves apart. Because if I'm honest, almost all of the newest games coming out is just the same gameplay + updated graphics.

Well, guess what, very soon even I could do that. So what do these studios have in store to make us come back to them?

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