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…
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…
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…
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…