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:
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
When using some "result" from some AI, which in fact is some masterpiece of software developement but that's another story .. then why does one think that "some artists" are able to fix the garbage by "some script" or do have to do some manual repairs.
Isn't the problem that some AI just do not know about the whole context of specific workflow which is used in the given use case ? This is even not easy for humans. One can know a lot about any part of 3D but when working in a team then there are often some unwritten rules one has overcome.
Sometime some saying are twisted badly.. it's okay to say: "Make it exist first, you can polish it later." But there is also "concentrate on the right context" (for example "correct" proportions).. but when exchanging "polish" with "better" then one already implies that it can be bad at first. And when the proportions are "shitty" then the whole figure will be..
¯\_(ツ)_/¯
I think AI does have a place in tooling, but in my experience it is currently limited to assisting with filtering large datasets, and it requires a human with subject-matter expertise to verify the output.
The hidden costs are also still all compelling reasons to push back against this tech.