They're the only ones making good models that actually look and feel like they're worth the time... the itch has been super strong to start creating a workflow for a game. Sadly, China's AI models are just so far superior for creating quick assets you can plug into existing pipelines.
I was just messing around with some assets for character sheets based on already existing drafts from decades ago -- and in seconds I had fully rendered profiles based on poorly coloured scanned sketches that ended up looking EXACTLY how I had envisioned they should look when modeled in 3D.
Even as a test concept, I could use those demo assets to buld out working animation spec sheets. I also notice that unlike Western AI models, the Chinese models don't try to turn every character into a groid.
Tripo3D actually connects to blender or Unreal directly so you can create and drop. I would recommend getting it to blender, correct it, then put it into the game engine.
I was thinking about Unity -- rasterising the images and dumping them on a cell sheet and making it in 2D. I also already have Unity installed on another machine (or at least I did -- I would have to go back and check).
I haven't done any proper coding in over 25 years, so I wanted to keep it simple (if I get that far) and focus on a style of game that can be contained within a tight-knit mechanical focus
However, thanks for the tip about Tripo3D, because I may experiment with that option to see how things turn out once I see how the workflow unfolds with generating all of the assets.
China is going to win the AI race, it's obvious at this point.
They're the only ones making good models that actually look and feel like they're worth the time... the itch has been super strong to start creating a workflow for a game. Sadly, China's AI models are just so far superior for creating quick assets you can plug into existing pipelines.
I was just messing around with some assets for character sheets based on already existing drafts from decades ago -- and in seconds I had fully rendered profiles based on poorly coloured scanned sketches that ended up looking EXACTLY how I had envisioned they should look when modeled in 3D.
Even as a test concept, I could use those demo assets to buld out working animation spec sheets. I also notice that unlike Western AI models, the Chinese models don't try to turn every character into a groid.
Tripo3D actually connects to blender or Unreal directly so you can create and drop. I would recommend getting it to blender, correct it, then put it into the game engine.
I was thinking about Unity -- rasterising the images and dumping them on a cell sheet and making it in 2D. I also already have Unity installed on another machine (or at least I did -- I would have to go back and check).
I haven't done any proper coding in over 25 years, so I wanted to keep it simple (if I get that far) and focus on a style of game that can be contained within a tight-knit mechanical focus
However, thanks for the tip about Tripo3D, because I may experiment with that option to see how things turn out once I see how the workflow unfolds with generating all of the assets.
The AI can help with the coding as well. It works really well if you already know what you are doing.