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, because I want things made by people, for the inherent property that they were made by people. This is the same reason I don't care for procedurally generated games, I want to walk worlds that arose in the minds of others, not just worlds, if I wanted a procedually generated world that just exist for no reason in particular, I'd walk outside..

I don't want content, I don't just want stuff to sift through, I want pieces of art, made by my peers with their own visions, ideas, values, insights and personalities. They don't need to look that good, they just need to have been made with purpose.

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?

Very soon, the AI generator in your Xbox 2030 could upscale every object to incredible resolution.

This shifts the attention to story development and away from graphic designers. It does not mean cheaper games. It means more successful indie games with fewer team members. It also means fewer games because as I understand it right now, the only reason new games are pumped out is to keep the larger industry perpetually employed and other more time consuming projects funded enough to be developed.

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

I don't know why, but this comment reminded me of an experience I had a few years ago, when I started exercising outdoors. I rarely went outside prior to that and stayed in a relatively dark room.

One day I looked at the sky and thought: Wow, these clouds do look like the ones in video games, thinking of Horizon and Assassins Creed. This just pertaining the comment about the "procedurally generated" outside world.

While looking at the assets I also felt a bit of sadness. I was looking at the "Two-story brick house with red roof and fence." and was then thinking about how it reminded me of the three.js animation/keyframes example [0].

I asked myself if we will lose something very valuable. The three.js example was hand-crafted by persons, a real intention behind every choice made, while with Trellis it's just "poof, there it is", an amalgamation of all work found in the internet and possibly in games.

Some value will be lost through AI, but this makes handcrafted content even more valuable. The question is, if we will really value this enough for it to be sustainable for the artists.

[0] https://threejs.org/examples/#webgl_animation_keyframes

  • Kiro
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> 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 pride in other aspects of game development, but my level design is not one of those.

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.
Do you mind sharing a link to the game?
> 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.

Do you find it soulless when painters don’t mix their own paints or weave and stretch their own canvases?

Is it soulless when a sculptor doesn’t source their own clay and marble directly from the earth?

Or when a musician uses an instrument made by someone else, or a composer uses digital sounds recorded by someone else?

There are many different forms of artistic expression and many rely on relatively mechanical and “soulless” work being done for us by someone or something else.

Tools like this can open up new and creative world building options to people who previously didn’t have access to 3D models. It increases the opportunities for creative expression rather than diminishing them.

Agree with this on many levels. Some people idolize movie directors but in the most simplistic view everyone else is doing the “real work”.

Not everyone needs to do everything. And if someone’s amazing idea can get out of their head and onto paper/film/video or into a game I’m all for it.

There will be a lot of AI shovelware junk. But it doesn’t all have to be that way. Now more people compete on larger landscape of ideas.

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

It's a really good prototyping tool for those who cannot do 3D assets. Like visual scripting opened up the game development/modding for those not really familiar with the prigramming (Unreal Blueprints for example). So yeah, I'm okay with models I can throw into my prototypes without learning Blender/Maya/whatever. Sure, it may look uneven and strange but at least it's content.
  • elif
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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.

Do not worry.

Art is much more than pictures on your monitor. If you want pieces of art, made by your peers, visit your local galleries and buy it. I don't know who you are or where you live, but I'm willing to bet that where-ever it is those local galleries exist - and the artists that exhibit there would love to sell some of their work.

And you can be sure that human-made art will remain, and be valued, because art is what humans love to make most of all.

> 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

Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos?

EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628

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.

Feed it some childhood photos and recreate your memories. Add an audio sample from a loved one and have them speak to you. Drop into VR with noise-cancelling headphones for extra immersion. Coming soon! Click here to join the "Surrender Reality" waitlist

  • Kaijo
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>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.

The next step is to generate models with higher quality mesh topology that allows animation and editing without breaking the mesh. I've done a lot of retopologizing and if I (or AI) were to rig these models as-is there would be all kinds of shading and deformation issues. Even without animating they are glaringly triangulated up close. But I suspect really high quality 3D asset generation is just around the corner because all you'd have to do is join up the approach seen here with AI quad re-meshing based on estimated direction fields and feature detection, which is also getting scarily good.

Anywhere you'd recommend a hobbyist can learn more about remeshing or feature detection?
  • Kaijo
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This is a technical paper, but it has a quite conversational abstract and introduction that is easy enough to follow if you have some experience with mesh modelling: https://www.graphics.rwth-aachen.de/media/papers/337/learnin...
At this point maybe meshes are not the best representation for animation and editing. We can just use latents of neural networks
> 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

My gut says a 3D engine + this would be a superior solution to the current approach of rendering rasterized video directly from the latents (coincidentally, Sora got released today).

It may not be tractable to train a network to rig and animate meshes, as well as setting up an entire scene to be a "digital twin" of random videos, bit I imagine such a set up would have finer-grained control over the created video while keeping everything else in it the unchanged

> "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 ensuring sane symmetrical topologies, better UV maps, and automatically building rigging (FK/IK) to allow for easy animation.

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.

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.

I'm interested to see how this affects 3D artists in game development studios. Will those studios use these tools and keep their artists, allowing them to push out more and more content, faster, and easier, or just keep a bunch of artists around, drop the other 80% of them, and use the tools to _replace_ those artists?
Last time I looked at these the lighting was in the textures, also the meshes were asymmetrical and insane. Not usable by a game dev studio.
These models will get better. And in answer to the previous question, of course they will get rid of artists. They will keep just enough to do the work necessary with the help of generative models, and let go of the rest.

The rest of the artists are not dumb, and they have a lot of talent. I'm sure many of them will use the same models to come up with their own games.

How this whole thing will play out is anyone's guess. Long term, I'm hoping for new types of jobs to come into being. But who can say?

Studios don't have that many artists already - most of the "heavy lifting" is outsourced to asset production companies in China. I can see a future where these are replaced by AI and the main job of the in-house artists is to fix problems with the generated output.
I hope they use it to create a bigger variety of assets. In lots of large games you start to notice where they've reused assets that could have used some more variation.
> ... and then boom, you have on-demand animated, interactive content.

And in addition to that it's also useful for rending still pictures. 2D generated images by AI so far have incorrect lighting and many errors. Once it's a 3D scene rendered by something like Blender (which is free), it's going to look flawless: lighting is going to be correct (and configurable) and all the little details that are wrong are going to be easily fixed.

We already have insanely powerful tools and apparently from here it's only going to get way more powerful real quick.

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As a newly minted 3d printer owner next step is accurate dimensions, material and nozzle diameter awareness ;) then some CAD-like support where you can specify constraints on… things?
This isn't anything parametric but I 3d printed a model from Trellis https://news.ycombinator.com/item?id=42375951
It's not perfect, but significantly better than most that I've tried. Every time I've tried a 3d model generator up to this point, the result was unbelievably bad. This time it was medium good. All, give me a file format I can drop right into Orca Slicer.
  • jjcm
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I'm impressed. I used layer diffusion to make this low poly airship: https://image.non.io/b3f843be-b1b4-468a-a0ec-9d58b191beee.we...

Which resulted in this: https://video.non.io/video-2732101706.mp4

Honestly not bad at all. Getting to the point of being able to use this as game assets.

  • hi_hi
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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.

Saw this submitted a few days ago [0], but it's a very impressive demo and would like to see it get discussed here.

[0] https://news.ycombinator.com/item?id=42342557

I can see the potential, but the images I give it must be very far outside of its training because all it generates are weird flat planes
I managed to get it to work with images that were looking down on the character / thing, like in an isometric game. Using any image that was facing the front was giving flat results
Yea another miracle tool... Until you test it.
I've been testing it and it's the best one I've tried so far.

It does have failure cases but the success rate is fairly high and when it works, the resulting meshes are reasonably usable (maybe not to game dev production standards - but that still leaves plenty of other use cases)

  • d0100
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I just asked for low poly plant on Adobe Firefly, then uploaded it to Trellis

The result was pretty good for the mesh, at least 100x faster than having to do it from scratch

It really depends on the image, but WOW I was really surprised that it reproduced animal fur with proper combination of polygon mesh and transparent texture, and this kind of capability isn't even demonstrated in the examples on the page.

https://imgur.com/a/qJp4HNX

It's interesting how Alphafold... which is a 3d generative model from 1d protein sequences is all fancy and complicated with its internal data representation in comparison to this paper which basically just voxelizes the input data and takes a bunch of pictures from various angles to build its training set.
I was able to use this to go from an AI generated image to 3d print. Steps documented here: https://x.com/ryanlanciaux/status/1866163343788007619
What a future. We can generate images with words, turn those into physical objects at home, but I can’t read the plain text and images describing it because of a broken site.
Worked pretty terrible at trying to model the nix snowflake.

Guess its more trained on natural and biologic structures and textrues, rather than more structural or symetric data.

Looks like the generated wireframes are still terrible and would need to be redone by hand. So no need for artists to worry about their job security just yet.
Question: How much do crappy wireframes actually matter?

From a performance pov I've imported ridiculous meshes not intended for games into unreal. It worked.

I can see this being ok for anything other than triple A games right?

Three things:

1. Unless we're strictly talking about static meshes (such as for scenery), building out the rigging/animation for garbage topologies is going to be absolute hell.

2. Your performance POV was for ONE mesh, but if your quad/triangle count is 10x higher than it needs to be, how well is it going to scale particularly on low-end gaming platforms?

3. Lighting/shadows/reflections can produce some pretty UGLY effects when your surface polygons are a mess.

  • wg0
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They matter as much as good quality code matters. Even more so actually.
Anyone see anything like this for GenAI for BREP CAD?

This is using meshes which seem a lot easier, and I'm unsure who's working on BREP or at least models that have some feel for dimensions and physics.

ie It could still be meshes, but the designs would be physically reasonable like how a skilled tradesperson may make a device with their intuition without running FEA, etc.

As excited as I am about this jump from the fuzzy NeRFs/gaussian splatting to real meshes, I'm not holding my breath for BREP generation. Mesh to BREP has always been fraught because for anything beyond "find the cylinders", it becomes really subjective what a good representation is, and your average mesh likely doesn't have any simple representation that captures the full organic shape with analytic definitions.

With mesh faces now supported in BREP, I'm more optimistic about a mixed modeling approach, where you can do the braindead find-the-cylinders conversion but keep the rest mesh, not needing to force it into some eldritch contortion of BSurfs.

I'm sympathetic to using mesh approaches, hence the last part of my comment focusing more on the physics, etc. vs. requiring BREP.

The main advantages of BREP are:

(1) You capture design intent because of the explicit dimensioning and constraint model, which of course is still not used enough and 2D drawings are useful.

(1a) This intent is often needed (even if just implicitly) during the manufacturing process as machinists, toolmakers, etc. + their software (CAM, G-Code, etc.) convert them into physical parts.

(2) They are human understandable and editable.

(3) The legacy ecosystem uses old CAD, and it's very hard to switch - ie Boeing isn't putting 777 in a new CAD unless it has some massive advantage.

So having BREP, or perhaps a mixed approach like you suggest with the feel of BREP (feature tree, direct modeling, etc.) approach would ease the transition.

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Hey this is actually really good, one of the best image to 3D models I've seen so far. From an image of a bollard I was able to generate a pretty good mesh. The GLB as generated was 1.2MB, after compression I got it down to 35kb (!) and the fidelity is good enough for most projects.
The ability to edit parts of the model after the fact using prompts is pretty incredible
  • yodon
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Nice work from Microsoft Research, including it being open source, and with open sourcing of the training dataset to come (which I suspect will actually be the most valuable contribution long term)
Tried it with a few simple images - not trying to deliberately confuse it. Seems to handle angular objects better (buildings, ships, etc.) as opposed to something more biological (lot of animal failures).

I haven't cracked any of these open in Blender to look at the topology so they could be (and probably are) an absolute mess, so it's likely that attempting to make changes to the model may prove to be more trouble than it's worth, but still neat to play around with.

Images / Resulting models:

https://imgur.com/a/eSWJhMj

I've just put one in blender, indeed the topology is all over the place, but only triangles at least. Seems really hard to edit it in a 3D program after the fact because the vertices are placed seemingly at random
Is there a demo of its "Text to 3D Asset" capabilities somewhere?
Where exactly? All I see is "Image to 3D Asset".
You’d have to combine it with one of the text to image models.
Very cool. I wonder if the fact that it featurizes 3d objects using voxels can be memory intensive considering only the surface voxels are actually relevant for 3d structure makin'
Octrees are memory-efficient for this kind of thing.
Yeah I guess they probably did the standard thing... whatever minecraft uses.
If this can be improved to accept multiple photos from different angles, it could make a great method for "pseudo-photogrammetry".
This is incredible. I uploaded a picture of a cable with plug and it generated a mesh with individual wires and a plug with proper holes
Pretty amazing. Scale consistency is an issue looking at the scene examples, but for one-off or background assets, pretty neat!
hmm. Been using this fascinated for the past few hours, work-shopping workflows. The biggest oversight I see so far is merging points by distance. its the first step I have to do every time I bring it into blender
This is great! Love it, 3D visualising can really benefit from the use of Generative AI.
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Think the server is overloaded, I keep getting an error
Wow those mech examples are pretty boss lookin
It looks very nice in the examples, but I tested it by dropping a Chrono Trigger character art in, and it generated some 2D planes instead of a 3D mesh..so ugh.. what?
Now we just need a physical VR environment where we can upload these and play with, similar to Genie 2 but mesh based(?).
Um, wowowow. This is a huge leap forward in 3D Asset generation. I'm downloading it right now. This feels like a combination of ergonomics - pulling together multiple somewhat janky workflows - better training data - and solid architecture innovation. Thanks Microsoft, seriously. I'm looking forward to playing with this.
It's a game changer
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