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An autopsy of AI-generated 3D slop

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Re: An autopsy of AI-generated 3D slop

#61
If you accept the default output you get slop. But you can use these tools as a starting point to get something good much faster than doing everything by hand.

I wrote a guide for this with voxel art and you can see some examples up top: https://www.tyleo.com/blog/game-ready-voxel-meshes-with-low-...

Re: An autopsy of AI-generated 3D slop

#62
post #29

Now they need to compare it with Hunyuan 3D 3.0 or other SOTA 3D generator. Obviously it's not spewing $10,000 3D models, but results are much better than what you would get for under $500 from a human 5 years ago. So yeah you still need human art director to make sure actual source material used for generation fits your art style, but otherwise "good enough" models are 1000 times cheaper and 10000 times faster to ge…

"5 years ago" - you may be right but this is also very debatable.

We've used Hunyuan 3D and while better than Trellis in most cases, it was no where near the type of quality we would and have gotten from a $500 human touch. This is within the last year. And I would very much argue that 5 years ago the $500 model would still win.

Re: An autopsy of AI-generated 3D slop

#63
post #61

If you accept the default output you get slop. But you can use these tools as a starting point to get something good much faster than doing everything by hand. I wrote a guide for this with voxel art and you can see some examples up top: https://www.tyleo.com/blog/game-ready-voxel-meshes-with-low-...

There's also an interesting set of benchmarks around giving LLMs a sort of "building-block harness and tools" to see how well they do putting together voxel-style models.

https://github.com/Ammaar-Alam/minebench

These kinds of tests which build models programmatically (SVG construction, Blender-MCP, etc) also make it significantly easier to make or request adjustments to the final output.

Re: An autopsy of AI-generated 3D slop

#65
I've had a very good experience getting Claude to use OpenSCAD to generate medium-complexity 3D models (braille dice). It struggles with figuring out how to rotate things correctly, so it's only a semi-automated process.

Re: An autopsy of AI-generated 3D slop

#66
post #64

Does anybody know of a 3D generation model that can be run locally? I would be very interested to try this. There's quite a few models out there [1] and (to me) it is unclear which is the most suitable and in what scenario. [1] https://huggingface.co/models?pipeline_tag=image-to-3d

trellis 2 : https://www.youtube.com/watch?v=W-9P12OVqsg

Re: An autopsy of AI-generated 3D slop

#67
post #29

Now they need to compare it with Hunyuan 3D 3.0 or other SOTA 3D generator. Obviously it's not spewing $10,000 3D models, but results are much better than what you would get for under $500 from a human 5 years ago. So yeah you still need human art director to make sure actual source material used for generation fits your art style, but otherwise "good enough" models are 1000 times cheaper and 10000 times faster to ge…

yea this 3d trellis 2 video tutorial blew my mind. https://www.youtube.com/watch?v=W-9P12OVqsg

Re: An autopsy of AI-generated 3D slop

#68

The most important two words in this article are the last two: for now . Indeed, for now generative models generate triangle soup without much thought. The same was true for 2D illustrations where generative models like Deep Dream came up with horrendous images with eyes all over, dogs with multitudes of heads and oh did I mention the eyes? That was about 10 years ago. Things changed, models improved, the eyes were t…

If that's really true, then why is the logo texture on the handle still total slop?

Re: An autopsy of AI-generated 3D slop

#69
post #53

Earlier quoted context omitted.

Maintainability, which in the long run is more expensive in market opportunity costs than anybody admits.

I'm not so sure about that. All major software companies have enjoyed exponentially rising profits alongside steadily declining quality.

Until it breaks and can no longer be fixed because it is now all inscrutable spaghetti.

Re: An autopsy of AI-generated 3D slop

#70
post #47

Everyone needs to quit trying to one-shot, and quit assuming AI can’t do it because it can’t one-shot it. Since the author can enumerate the problems and describe them, it’d be interesting to just use the one-shot pickleball racket model as a starting point . Generate it, look at the problems, then ask an agent to build “fixers” for each problem - small scripts (that they don’t need to build themselves!) which addres…

But if you already know how to 3D model manually, like the author does, why would you spend all that time trying to fix the AI output? For users capable of creating such outputs themselves, the time saving is the point. If you don’t know how to do it manually then of course that time is well worth it.

It’s about getting to 90% more quickly and getting the job done at 80-90% quality in less time. Potentially an order of magnitude less. If you can do that you can do it again and end up making way more stuff and hopefully more money.

There’ll always be people you can buy handcrafted goods from, who swaeat over every detail. In fact that is my preference when I can afford it - but often I just need a job done so I’ll buy whatever is cheapest and gets the job done.

With AI what’s emerging is a category of “good enough, but way cheaper” products thanks to this mix of AI generated, then human-polished work.

It’s the same idea as using a video editing tool to splice together a bunch of AI videos into an ad, having never gone on site. And it’s quite often exactly what’s needed.

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