Remix.run Logo
reactordev 4 days ago

Before you trash on the 3d model quality, just think about the dancing baby and early pixar animations. This is incredible. I can't wait to be able to prompt my llm to generate a near-ready 3d model that all I have to do is tweak, texture, bake, and export.

jappgar 4 days ago | parent | next [-]

LLMs are language models. Meshes aren't language. Yes this can create python to create simple objects, but that's not how anyone actually creates beautiful 3d art. Just like no one is handwriting svg files to create vector art.

LLMs alone will never make visual art. They can provide you an interface to other models, but that's not what this is.

rozab 4 days ago | parent | next [-]

This is of course true, but have you ever seen Inigo Quilez's SDF renderings? It's certainly not scalable, but it sure is interesting

https://www.youtube.com/watch?v=8--5LwHRhjk

margalabargala 4 days ago | parent | prev | next [-]

That's fine. I'm happy to define "visual art" as things LLMs can't do, and use LLMs only for the 3d modelling tasks that are not "visual art".

Such tasks can be "not making visual art", but that doesn't mean they aren't useful.

reactordev 4 days ago | parent | prev [-]

I know that, I was making a statement about how you can.

Not exactly sure what your point is. If an LLM can take an idea and spit out words, it can spit out instructions (just like we can with code) to generate meshes, or boids, or point clouds or whatever. Secondary stages would refine that into something usable and the artist would come in to refine, texture, bake, possibly animate, and export.

In fact, this paper is exactly that. Words as input, code to use with blender as output. We really just need a headless blender to spit it out as a GLTF and it’s good to go to second stage.

therouwboat 4 days ago | parent [-]

If you have an artist, can't you just talk to her about what you want and then she makes the model and all the rest of it? I don't really understand what you gain if you pay for LLM, make model with it and then give it to artist.

reactordev 4 days ago | parent [-]

If you knew how an art pipeline worked, you would. An artist is usually one in an array of artists that completes a model. The pipeline starts with concept artists (easily AI now), turnaround (AI is hit or miss here), modeling (this phase), texturing (could be another artist), baking (normally a texture artists job but depending on material complexity and whether it’s for film, technical artist), rendering if needed.

Then you have sub specialties. Rigging, animation, texturing, environments, props, characters, effects.

It’s a fascinating process.

martin-t 4 days ago | parent | prev [-]

I too can't wait until every last bit of experience gained through trillions of hours of human experimentation is compiled into statistical models and monetized without ever paying a cent to the people who made it possible.