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How long until AI can produce this 3D character topology in videogames?
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>>683324427
why would you want that topology specifically
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no one reply please you might get hiv
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>>683324427
how long until ai can suck my dick and fist my asshole?
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Kill yourself Cris.
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>>683324427
Long. 3d object generating AIs are currently limited to generating swords and other stick-like objects. Their precision is very poor.
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>>683324495
It's less than 2k vertex.
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>>683324427
Go back to aggy daggy cris
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>>683324545
even smartphones can render hundreds of thousands of vertices
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>>683324427
cris would know all about that. his workflow is the best in the business
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>>683324602
and computers can render 8k textures, doesnt mean that good pixel art looks better than HD photos.

FFXII still looks better than most any modern games, because of topology and texture work.
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>>683324545
there are better more vertex effective ways to design
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>>683325406
holy shit
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>>683325406
why do you complain about effectivity when the model is still under low poly limits?

Do you consider low poly only 500 vertex?
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>>683325550
>why do you complain about effectivity when the model is still under low poly limits?
there are many faces that don't contribute to the shape of the model
>Do you consider low poly only 500 vertex?
I don't have a set definition it depends on the context
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>>683325994
It's part of the style such irrelevant details.

The shape is still there.
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Nigga, that's nuts!
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>>683326268
GemmyNutz banger
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>>683326268
sovl irregardless
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>>683324427
even if it manages to get half decent topology you will still be filtered by UV Unwrapping, and if it can manage that then rigging will filter you then after that animation will filter you
just give up and stay a consumer forever you pathetic cattle
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>>683324427
You would have to train them specifically for a certain style. Say you want moe heads like OP, that is a kind of art separate from whatever other body you can put that head on. It would first need to design the front and side of that head and project a mesh from there. It would pretty much need a different approach than mere statistical averages of a shitton of designs.

It's possible, i don't think it would be as quick as working with images, and will need a consistent streamlined design process to pick up on if you want it really automated.
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>>683326118
whatever details you want are fine, the resources(faces and vertices) are not being used effectively
you can get the same shape/details using less
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>>683325550
>>683324427
>TOPOLOGY...
>QUADS.
>LOW POLY

nigger you been watching youtube tutorials and havn't realized that they have been teaching you standard practices for 3D modeling for MOVIES and FILM.. you want quads and even spread topology like that ONLY if you need to ZOOOOM in on the object and the director wants to subdivision surface modifier the fuck out of the model for that zoom... For video games, everything gets turned into triangles by the Engine. so once you know that you will learn that Topology like is in OPs post is really really inefficient but because he has gained his knowledge from Youtube he would go his entire life making this mistake until someone like me points it out... And i be you will think i am somehow wrong.

Good luck OP.

>>683325406
OP is thinking about AI modeling for him, he can't comprehend what you are trying to show him.
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>>683326872
less is subjective.

model still is under a similar budget to ps2 models.
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>>683327039
nobody uses triangles since the ps2 days.
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>>683327558
>less is subjective.
not really see pic
>>683327685
engines divide quads into tris
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>>683325406
Where do i learn to make stuff like these
Idk but the texture is really good
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>>683328269
yes, because low poly now also means shit like Wii era models, which are 10k.

A 2k model is still low poly.
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>>683328421
youtube tutorials and looking at models you like and seeing their textures
https://www.youtube.com/watch?v=-XYryP_GU8o
https://www.models-resource.com/
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Why do models need a billion polygons?
>>683328475
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>>683329371
It's a common sense thing.

There's not standart of what low poly is.

It's 100% a subjective thing.
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>>683329508
Theres absolutely an industry standard
And something being low or high is mostly dependant on the objects actual size
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>>683329508
But wouldn't you want less polygons if it looks the same?
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>>683329797
10k models are now low poly, because current AAA meshes are 350k on average now.

>>683329910
2k is a good target to aim nowadays.
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>>683329910
yes
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>>683330052
someone should make one for Juju, the drawthread schizo of stagnation
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>>683330052
gonna update this for 2024, any standout slop that chris has posted?
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>>683330393
he has HIV
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>>683330052
AI will be a boon to game development
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learning to model heads makes me feel like i might be face blind and autistic
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>>683331412
use reference.
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>>683330393
There's already an updated version, but more could still be added to it I'm sure
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>>683331412
the upper head is too wide
also if you add ears it will look more normal
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>>683324540
>thinks the forefront of mesh generation is swords
>some post grad tells his boss: “the best we can do is anime swords”
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Y'all niggaz postin' in a Cris thread.
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>>683327039
>random capitalization
lol didn’t read. I’d tell you to uninstall blender but it’s portable so you can just delete it
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>>683327039
The only reason to convert to tris is so you can stuff it in a buffer use a single primitive render mode without questioning it. quads or gtfo
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postin' n' le epin' cris thread
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>>683324427
zbrush a model with billions of tris, vacuum it onto a low poly shape with guides, retopo anything specific if needed, now you got an insane model with multiple levels of topo in no time at all, ggez
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>>683335751
oh
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>>683335751
damn
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>>683324427
bump
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>>683344234
cris



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