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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.
  • okidoki
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    okidoki interpolator
    The almost funny things is (also in general):
     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)_/¯
  • gnoop
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    gnoop sublime tool
    I recently needed to produce 3d mesh  details  from  very old mesh  and normal map texture where those details were flat baked,  sort of closer lod   and chat GPT  managed to do it pretty well .   It took lots of discussion whats  wrong   and how to interpret NM . I had to upload small pictures  where the normal map is supposed to spawn vertexes and edges  and where Chat did it wrong  but in the and  it managed to do it pretty accurate by a script  executed in Blender .  The whole thing took twice or even  more time than if I do it myself  although but as chat told my I just had to be more exact and specific in my requests for quicker result.    For a next similar thing it did it almost instantly.     

    It works very same way for ribbon style brush alphas for example.  Adobe Firefly makes something  unusable whatever time you waste on this  . Chat , after  an hour of miss and hit discussion   manages to do something  okish .   Still easier to do it  yourself although.    
    Chat suggested me to use Stable Diffusion with ComfyUI instead  , for more control in reaching specific  things  I want .    
    Does anyone use it?   So far I am completely lost there and still get fancy weird pictures  rather than exactly what I need.        
    As of "garbage in and out" I  totally feel the approach but  it's a bit of swimming against the flow  IMO .   Like Kodak  that had been stuck to films till the very end.     New times require new skills . It's always been that way .  So why not share  the experience instead of blaming it. 
  • Eric Chadwick
    I'm all for new tooling and tech, constantly have to evaluate new things and solve problems for my day job. So I'm not a Luddite.

    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.
  • Ruz
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    Ruz high dynamic range
    its funny that you assume that we are all using this AI workflow . To me , most of the fun is still trying to produce something artistic.
    maybe I am just old fashioned, but where is the fun in typing in stuff to produce art?
  • Eric Chadwick
    I would like to see AI work on the boring parts... do nice UVs for me, bake my normal maps properly, auto-assign materials for me, weight the bones nicely, etc. But I'm hearing that none of the boring stuff is worth the work, because it's not enough to drive a bunch of revenue.
  • DigitalDirectSA
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    DigitalDirectSA polycounter lvl 5
    We don't put AI generated slop in our games. Let's just ignore the plethora of technical issues for a moment and focus on the humanity of it: There is a shared feeling we all have when we see AI, and it's disgust. When you read an email written by ChatGPT, do you feel the love, or do you think "this person could care enough to write a gd email"? The same thing with games. We care about our players, we that our game works on the $3000 pc they bought in 2022, and respect them enough to not expect them to pay for something we got for free. AI in games is fine, but my opinion is that those games must all be GPL due to the nature of the content that made it. AI companies stole everyone's art to make their product, therefore it is only fair that anything with AI must be GPL. Legislation for this is coming, just wait and see...
  • Thanez
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    Thanez interpolator
    I would like to see AI work on the boring parts... do nice UVs for me, bake my normal maps properly, auto-assign materials for me, weight the bones nicely, etc. But I'm hearing that none of the boring stuff is worth the work, because it's not enough to drive a bunch of revenue.
    Oh, HELLZ NO! UVs are so quick and easy. All you have to do is split the 3d into parts that work in 2d and use those splits to generate the flats for the translation.
    It's a dimension-translating IQ test. Who doesn't like IQ tests? ;D
  • poopipe
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    poopipe grand marshal polycounter
    There's more to it than that. 

    When you have to shove 10 or 15 assets onto the same texture page, figure out how to share space and manage the LOD UVs it starts to be a lot of work. 

    I've seen UV sets for prop sets take talented people a couple of weeks to put together 



  • Noth
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    Noth polycounter lvl 17
    I suspect this forum in general is not the best audience for this topic, considering we're talking about optimizing the artist out of the process.. and this happens to be an community for them.
  • HAWK12HT
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    HAWK12HT greentooth
    poopipe said:
    There's more to it than that. 

    When you have to shove 10 or 15 assets onto the same texture page, figure out how to share space and manage the LOD UVs it starts to be a lot of work. 

    I've seen UV sets for prop sets take talented people a couple of weeks to put together 



    Aye true that.
  • HAWK12HT
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    HAWK12HT greentooth
    As much as its claimed AI is one click solution for 3D Modelling and into game engine or for "background" assets its ok, the more I am finding it to be total wishy washy. At best its for 3D printing or like photogrammetry scan gone wrong. I am all for moving with tech however I wont lie that its a bit too much when I see posts like these where blatantly we are told to remove human from certain steps, steps that are vital for making long lasting robust digital products and not just games. 

    On left its AI model with 500k tris, horrible topology and textures, Right is 130k tris, optimized topology, proper UVs, additional details and proper textures and LODs if needed for foreground and background usage. Modelling it from blockout might take two to three days with feedback plus full control on topology. Generated via image to 3d AI might save you a day the most but you are now cleaning it up like photogrammetry so I dont see any benefit from production point of view.

      
  • Thanez
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    Thanez interpolator
    HAWK12HT said:
    As much as its claimed AI is one click solution for 3D Modelling and into game engine or for "background" assets its ok, the more I am finding it to be total wishy washy. At best its for 3D printing or like photogrammetry scan gone wrong. I am all for moving with tech however I wont lie that its a bit too much when I see posts like these where blatantly we are told to remove human from certain steps, steps that are vital for making long lasting robust digital products and not just games. 

    On left its AI model with 500k tris, horrible topology and textures, Right is 130k tris, optimized topology, proper UVs, additional details and proper textures and LODs if needed for foreground and background usage. Modelling it from blockout might take two to three days with feedback plus full control on topology. Generated via image to 3d AI might save you a day the most but you are now cleaning it up like photogrammetry so I dont see any benefit from production point of view.

      
    Not only all of that, but your result to the right does not feature all of the warbly wobbly results that you always get with AI.

    Even if I ignore all the added detail of your effort, and iftrue:is4realtimerendering;
    It's
    effort is 4x as memorically (oh yeah) costly as yours, costs more to render, meaning the end-user has to buy more memory. 
    Meanwhile, your effort has a whoooole lot of shading definition and detail retained that no AI will ever be able to maintain or replicate.
    A dev replacing artists with AI, or forcing their artists to use AI is passing the rendering expense onto the end-user, is like saying "our marginal development savings are more important than the gamer's costs. Les MaO: Fuck you."

    Yours is better in every single way. I'd argue that the AI effort isn't even worth baking down to a normal map.
    You: Ooh, look at the nice shapes and flows in different axises. ououoouuuh.
    AI: GHRRHRHEPRBBLBRRRRBHBBLBLLBLRRRBL, BUY $1000 "worth" of more of memory BRRBYRLRLL.  THANK YOU FOR YOUR $20 MONTHLY SUBSCRIPTION GRRRAAARRRRRRBLLLBRRRRRR!
  • HAWK12HT
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    HAWK12HT greentooth
    Thanez said:
    HAWK12HT said:
    As much as its claimed AI is one click solution for 3D Modelling and into game engine or for "background" assets its ok, the more I am finding it to be total wishy washy. At best its for 3D printing or like photogrammetry scan gone wrong. I am all for moving with tech however I wont lie that its a bit too much when I see posts like these where blatantly we are told to remove human from certain steps, steps that are vital for making long lasting robust digital products and not just games. 

    On left its AI model with 500k tris, horrible topology and textures, Right is 130k tris, optimized topology, proper UVs, additional details and proper textures and LODs if needed for foreground and background usage. Modelling it from blockout might take two to three days with feedback plus full control on topology. Generated via image to 3d AI might save you a day the most but you are now cleaning it up like photogrammetry so I dont see any benefit from production point of view.

      
    Not only all of that, but your result to the right does not feature all of the warbly wobbly results that you always get with AI.

    Even if I ignore all the added detail of your effort, and iftrue:is4realtimerendering;
    It's
    effort is 4x as memorically (oh yeah) costly as yours, costs more to render, meaning the end-user has to buy more memory. 
    Meanwhile, your effort has a whoooole lot of shading definition and detail retained that no AI will ever be able to maintain or replicate.
    A dev replacing artists with AI, or forcing their artists to use AI is passing the rendering expense onto the end-user, is like saying "our marginal development savings are more important than the gamer's costs. Les MaO: Fuck you."

    Yours is better in every single way. I'd argue that the AI effort isn't even worth baking down to a normal map.
    You: Ooh, look at the nice shapes and flows in different axises. ououoouuuh.
    AI: GHRRHRHEPRBBLBRRRRBHBBLBLLBLRRRBL, BUY $1000 "worth" of more of memory BRRBYRLRLL.  THANK YOU FOR YOUR $20 MONTHLY SUBSCRIPTION GRRRAAARRRRRRBLLLBRRRRRR!
    Cheers and nice breakdown. Yeah, just this morning I saw a job posts asking for exactly this type of result on LinkedIn, they basically generated AI models (paid of course via token) now they are screwed realizing the result is not at all game engine ready. Looking for 3D Artist to clean the topology and make it game ready. lol 

    Like I wont lie, it does have that charm of bypassing blockout and going through all that edge flow establishing the base mesh and getting to cleanup stage and the result. However this I see only working for non animatable/deformable assets like this statue, rocks or random scifi bits and pieces. 
    Anywhere you need animation, proper rigging, deformation, vfx or complex object built of many parts, AI fails horribly. 

    I even asked one of the Image to 3D AI company and they assured me that their 3d models are not built on stolen geometry data but on paid library...
    Either way AI is here, using it wisely is way forward. 


  • Jason Young
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    Jason Young polycounter lvl 17
    This profile appears fake in general.  Beyond that, I think the idea that we transition entirely into a babysitting and cleanup role is pretty sad and will lead to poor results over time.  I don't believe the next generation of artists we want pushing the bar forward is going to gravitate to this sort of tedium.
  • anvilinteractive
    This profile appears fake in general.  Beyond that, I think the idea that we transition entirely into a babysitting and cleanup role is pretty sad and will lead to poor results over time.  I don't believe the next generation of artists we want pushing the bar forward is going to gravitate to this sort of tedium.
    Why would you lead with "This profile appears fake..."?
  • anvilinteractive
    Thanez said:
    HAWK12HT said:
    As much as its claimed AI is one click solution for 3D Modelling and into game engine or for "background" assets its ok, the more I am finding it to be total wishy washy. At best its for 3D printing or like photogrammetry scan gone wrong. I am all for moving with tech however I wont lie that its a bit too much when I see posts like these where blatantly we are told to remove human from certain steps, steps that are vital for making long lasting robust digital products and not just games. 

    On left its AI model with 500k tris, horrible topology and textures, Right is 130k tris, optimized topology, proper UVs, additional details and proper textures and LODs if needed for foreground and background usage. Modelling it from blockout might take two to three days with feedback plus full control on topology. Generated via image to 3d AI might save you a day the most but you are now cleaning it up like photogrammetry so I dont see any benefit from production point of view.

      
    Not only all of that, but your result to the right does not feature all of the warbly wobbly results that you always get with AI.

    Even if I ignore all the added detail of your effort, and iftrue:is4realtimerendering;
    It's
    effort is 4x as memorically (oh yeah) costly as yours, costs more to render, meaning the end-user has to buy more memory. 
    Meanwhile, your effort has a whoooole lot of shading definition and detail retained that no AI will ever be able to maintain or replicate.
    A dev replacing artists with AI, or forcing their artists to use AI is passing the rendering expense onto the end-user, is like saying "our marginal development savings are more important than the gamer's costs. Les MaO: Fuck you."

    Yours is better in every single way. I'd argue that the AI effort isn't even worth baking down to a normal map.
    You: Ooh, look at the nice shapes and flows in different axises. ououoouuuh.
    AI: GHRRHRHEPRBBLBRRRRBHBBLBLLBLRRRBL, BUY $1000 "worth" of more of memory BRRBYRLRLL.  THANK YOU FOR YOUR $20 MONTHLY SUBSCRIPTION GRRRAAARRRRRRBLLLBRRRRRR!
    This makes so much sense.
  • HAWK12HT
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    HAWK12HT greentooth
    This profile appears fake in general.  Beyond that, I think the idea that we transition entirely into a babysitting and cleanup role is pretty sad and will lead to poor results over time.  I don't believe the next generation of artists we want pushing the bar forward is going to gravitate to this sort of tedium.
    I dont think it will happen cleaning assets all day unless you are doing work lilke Quixel Megascans (I worked at Epic Games Quixel). Anything that will require performance optimization will be hand authored, I dont see AI doing very fine detailed proper topology based Mechs for example. 
    Here is another example I did and no way I am cleaning this, at most if client insist I will be using this as proxy and remodel from box/plane as it will give me more control + optimized geo given its for playing, animating. If they want as non animatable asset like a toy on table then yeah its quick retopo/fix and call it a day. 

     
  • Jason Young
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    Jason Young polycounter lvl 17
    This profile appears fake in general.  Beyond that, I think the idea that we transition entirely into a babysitting and cleanup role is pretty sad and will lead to poor results over time.  I don't believe the next generation of artists we want pushing the bar forward is going to gravitate to this sort of tedium.
    Why would you lead with "This profile appears fake..."?
    Your posts are all advertisements for tools you're selling and the avatar looks ai generated.  Maybe it's actually you, in which case apologies on that front.
  • anvilinteractive
    This profile appears fake in general.  Beyond that, I think the idea that we transition entirely into a babysitting and cleanup role is pretty sad and will lead to poor results over time.  I don't believe the next generation of artists we want pushing the bar forward is going to gravitate to this sort of tedium.
    Why would you lead with "This profile appears fake..."?
    Your posts are all advertisements for tools you're selling and the avatar looks ai generated.  Maybe it's actually you, in which case apologies on that front.
    This profile appears fake in general.  Beyond that, I think the idea that we transition entirely into a babysitting and cleanup role is pretty sad and will lead to poor results over time.  I don't believe the next generation of artists we want pushing the bar forward is going to gravitate to this sort of tedium.
    Why would you lead with "This profile appears fake..."?
    Your posts are all advertisements for tools you're selling and the avatar looks ai generated.  Maybe it's actually you, in which case apologies on that front.
    When I started this account, I was working heavily on a tool I was trying to promote then, so a lot of my posts we're about that.
    I made this post cos I wanted to know what you guys think about workflows such as the one I mentioned, now that AI is in everything.
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