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How are you actually handling AI-generated mesh cleanup before engine handoff?

Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly.

My current manual steps after generation: health check for non-manifolds, remesh if tri density is too chaotic, LOD generation, rename to convention, export to correct format. On a batch of 30 props that's a half-day of babysitting that shouldn't require a human.

Curious what others are doing. Specifically:

  • Do you have any of this scripted or is it still manual per-asset?
  • Where does the process break down most often for you?
  • For character assets that need to deform — are you still doing full manual retopo or has anything automated that acceptably?

Not looking for tool recommendations necessarily, just want to understand if others are hitting the same wall or if I'm missing something obvious in my setup.

Replies

  • Eric Chadwick
    “Garbage in, garbage out” still applies to ai generated assets, in my experience. You end up polishing a turd. 

    And all the hidden costs are not helping… energy consumption, copyright theft, worsening job market, concentration of wealth, results looking like slop, the whole thing is a huge clusterfuck.
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