| ▲ | Etherlord87 4 days ago |
| Wrong tutorials. A lot of these models consist of just taking a primitive like a sphere, scaling it, and then creating another primitive, scaling it, moving it, so you have overlapping hulls ("bad" topology). Then in shading you just create a default material and set its color. There are models in the examples that require e.g. extrusion (which is literally: select faces, press E, drag mouse). Some shapes are smoothed/subdivided with Catmul-Clark Subdivision Surface modifier, which you can add simply by pressing CTRL+2 in "Object Mode" (the digit is the number of subdivisions, basically use 1 to 3, you may set more for renders). Here's a good, albeit old tutorial: https://www.youtube.com/watch?v=1jHUY3qoBu8 Yes I made some assumptions when estimating it takes about a day to learn to make models like this: you have a free day to spend it in its entirety to learn, and as a hackernews user your IQ is over average and you're technically savvy. And last assumption: you learn skills required evenly, rather than going deep into the rabbit hole of e.g. correct topology; if you go through something like Andrew Pierce's doughnut tutorial, it may take more than a day, especially if you play around with the various functions of Blender rather than strictly following the videos - but you will end up making significantly better models than the examples presented, e.g. you will know to inset cylinder's ngons to avoid the Catmul-Clark subdiv artifacts you can see on the 2nd column of hats. > this tech is insanely useful. No, it isn't, but you don't see it, because you don't have enough experience to see it (Dunning-Kruger effect) - this is why I mentioned my experience, not to flex but to point out I have the experience required to estimate the value of this tool. |
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| ▲ | dang 4 days ago | parent | next [-] |
| > No, it isn't, but you don't see it, because you don't have enough experience to see it (Dunning-Kruger effect) That crosses into personal attack. Please don't do this. You can make your substantive points without it. https://news.ycombinator.com/newsguidelines.html |
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| ▲ | xtracto 4 days ago | parent | prev | next [-] |
| It's amazing how little understanding some people with "a gift" for certain skills have. I play guitar, it's easy and I enjoy it a lot. I've taught plsome friends to play it, and some of them just... don't have it in them. Similarly,.I've always liked drawing/painting and 3d modeling. But for some reason, that part of my brain is Just not there. I just can't do visualization. I've even tried award winning books (drawing with the right side of the brain) without success. Way back in the day I tried 3D modeling with AW maya, 3d studio max and then Blender. I WANT to convert a sphere into a nice warrior, I died to make 3d games: I had the C/C++ part covered, as well as the opengl one. But I couldn't model a trash can,.after following all tutorials and.books. This technology solves that for us who don't have that gift. I understand that for people that can "draw the rest of the fking owl" it won't look as much, but darn, it opens a world for me. |
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| ▲ | maplethorpe 4 days ago | parent | next [-] | | I'm similar, honestly. I've spent countless hours trying to become a good drawer and a good 3D modeler, but I lack the ability to see something clearly in my mind's eye, and it feels like it's always held me back. The thing is, I've actually worked as a 3D artist for a number of years. Some people even tell me I'm good. I suppose if that's true at all, it's because I've learned to use the computer to do the visualizing for me. For some other artists, their process seems to be that they first picture a 'target' image in their mind, and then take steps towards that target until the target is reached. That seems impossible to me -- supernatural stuff. I almost don't believe they can really do it. My process is closer to first finding some reference images, then taking a step in a random direction and asking whether I'm closer or further away from those references. I'm not necessarily trying to copy the references exactly, I'm just trying to match their level of quality. Then I take another random step, and check again. If you repeat this process enough times, you'll edge closer and closer to something that looks good. You'll also develop a vague sense of 'taste', around which random movements tend to produce more favourable results, and which random movements tend to produce more ugly results. It's a painful process, but it's doable. I guess what I'm trying to say is that the ability to visualize isn't a prerequisite for 3D modeling. | |
| ▲ | Etherlord87 4 days ago | parent | prev [-] | | I can agree with this. If someone has some kind of disability, like aphantasia (I don't know if it really applies here, as you can look at a reference image) then perhaps the tool is useful. The thing is, none of the examples presented in this particular AI tool are stuff that require hard 3D-related skills e.g. knowing human anatomy. I wish I could see you struggling to model a trash can and see if maybe you didn't have too high requirements for the quality of said trash can. After all it's just taking a cylinder, insetting the top face and extruding it down, and the top you can model in the exact same way. The rest is detail that the AI tool in question is terrible at. https://i.imgur.com/xeFrgpP.gif | | |
| ▲ | xtracto 3 days ago | parent [-] | | Hah! you should have seen me "drawing" a coffee cup that was in front of me at a drawing class: The cup was sitting there, I was seeing it and supposedly I was drawing what I saw. The teacher came and told me: Squint your eyes, draw "lights and shadows". Theoretically, I did that, but my cup just didn't look like the others haha. The teacher then asked me for my pencil, and started doing some adjustments in my drawing. The shitty cup just became alive with some touches here and there. All I could ask was HOW ??? how did she SEE that? The book "drawing with the right side of the brain" goes over it: A lot of who are strongly (brain) left-sided see a Cup and "abstract" away the forms, we are constatly drawing "lines" (like, drawing a sticky-figure person,a head is a circle, then body is a line, girl skirt is a triangle, etc) and just cannot actually get past that reasoning in our brain. | | |
| ▲ | Etherlord87 3 days ago | parent [-] | | I remember getting the same piece of advice from the teacher. Problem is, even before getting it, I was already applying it, being a rare kid experienced in computer graphics. The teacher was just repeating a phrase she heard somewhere, without actual competence to direct me. The way I see, and I think the way most people see, is that I have subpixels, not distributed in a square grid and small enough, too many to be able to count them - but I can see them when I close my eyes, it's somewhat similar to looking at a colored noise - something like this: https://i.imgur.com/1P3n80k.gif except you would have to display it on a ridiculously high resolution display (I don't know, 64k or maybe more) and it would represent just a small fragment of view. Of course this unordered constellation of cones can be mapped into a grid of pixel or a space on a paper, so the only problem is I can't make a measurement in my head and I need to calibrate "eye-balling" measurement to figure out where on paper should I put what I see and I deal with it typically by imagining vertical and horizontal lines to subdivide my view, and then I likewise subdivide the paper. So I don't really have a problem drawing what I see, the problem I have is the missing technique of how to use a pencil to draw what I actually want to draw. I think most people work the same way but apparently you don't? |
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| ▲ | cthlee 4 days ago | parent | prev [-] |
| Most of these 3d asset generation tools oversimplify things down to stacking primitives and call it modeling, which skips fundamentals like extrusion, subdivision, and proper topology. If they wanted to make a tool actually worthwhile, what do you think the core features should be? Like it would be great if it enforces clean topology, streamline subdivision workflows, but given your xp I'm curious what you’d consider essential. |
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| ▲ | Etherlord87 4 days ago | parent | next [-] | | I could probably write a book to answer this question :D Blender has gone "everything nodes" route, and in particular it created the Geometry Nodes system. I'm very good in geonodes and pretty much specialize in it, and yet I think the system is severly flawed: the nodes in compositing and shading work very well, but in geonodes they are too low-level, and you don't get the easy learning curve of usual node systems (learning geonodes is very hard), while you get all the annoyances of using a very shoddy programming language and having to manage node positioning and fighting with noodles... ...And here's where AI comes into play, If AI could be contained into steps:
- Input node: describe where the starting data comes from and AI automatically loads a file from hard drive or Internet or generates a primitive
- Select node: describe a pattern by which to select elements of the geometry
- Modify Geometry node: perhaps should be split into multiple nodes as there's so many ways to modify the geometry.
- Sample/connect data: create an attribute and describe a relation of it to something else to create an underlying algorithm populating this attribute.
- Save node: do you want to output the data through the usual pipeline, or maybe export to a file, or save to a simulation cache? This way AI could do low-level stuff that I think it excels at, because this low-level stuff is so repeatable AI can be well trained on it. While the high-level decision making would be in control of an artist. | |
| ▲ | quikoa 4 days ago | parent | prev [-] | | These models could still be useful when rendered. But when animated or in a game probably less so. Maybe as a prototype to get funding and hire an artist. | | |
| ▲ | jdiff 4 days ago | parent [-] | | There are countless troves of CC-licensed assets that would be better suited. | | |
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