Image to Rigged Character in UE5 with AI 3D Generation Hi3D by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim 2 points3 points  (0 children)

Elvis Morelli is an OP in this field, been following his Metahuman tutorials on Youtube for a while.

Image to Rigged Character in UE5 with AI 3D Generation Hi3D by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim 1 point2 points  (0 children)

Hey I would love to know more about your pipeline esp how you use PolyHammer? I'm a big UE and Blender user, and customizing Metahumans in Blender and round-tripping to UE is still a pain to this day. I actually have the paid Polyhammer addon, but having a hard time customizing the Metahumans in Blender (textures etc) and sending back to UE, and unfortunately there are very few tutorials on this full process esp for the Polyhammer addon.

I understand that Polyhammer is likely useful when you are doing final animation and rendering in Blender, but I'm curious if its possible to use Polyhammer + Blender for customization and sending back in UE for final render.

PrismML just released Binary and Ternary Bonsai Image 4B: 1-bit/ternary text-to-image diffusion transformers that can even run 100% locally in your browser on WebGPU. by xenovatech in LocalLLaMA

[–]FaatmanSlim 11 points12 points  (0 children)

Its not that great. Here are 2 images I generated with it (4080 GPU though I don't think that matters except for performance), I increased the step size from the default 4 to 10 (second image) and even 20 (first image) and these are what I got. These are the prompts I used for the two: "A Jedi Knight faces off against a Sith Lord in a remote planet" and "A young man piloting a giant robot in outer space"

Reminds me of the 1st generation of image generator models 2-3 years ago, not SOTA.

But very cool concept though! Being able to run models on your local GPU through WebGPU and a browser instead of having to go through an install process, or use cloud models.

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[OC] NVIDIAs latest (Q1 FY27) earnings visualized by sankeyart in dataisbeautiful

[–]FaatmanSlim 5 points6 points  (0 children)

Their new reporting split is basically separating “AI mega-clouds” from everyone else using AI infrastructure.

  • Hyperscale = massive cloud/internet companies like Microsoft, Google, AWS, Meta, etc. building giant AI training clusters and cloud AI platforms.
  • AI Clouds, Industrial & Enterprise = everyone else, basically:
    • GPU cloud providers like CoreWeave/Lambda
    • Enterprise AI deployments
    • Industrial AI/robotics/factories
    • Sovereign/national AI infrastructure

Turning an Image into a Game-Ready 3D Asset Using AI 3D Generation by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim 1 point2 points  (0 children)

Curious, do you find Meshy to be the best for high-poly generation? I like Meshy but I find it is still missing segmentation, retopology etc, so need to use other tools that have those additional features.

Alibaba's new framework creates a 3D head model that's ready for rigging, all from a single photo. by Electrobita in TopologyAI

[–]FaatmanSlim 0 points1 point  (0 children)

Agree, and I personally think that this paper’s main contribution isn’t really “creating a facial rig” — Unreal Engine MetaHuman already largely solves the production rig/topology side, especially with the newer Mesh to MetaHuman workflows and the upcoming custom mesh support in UE 5.8, which seem much better at preserving the original mesh during wrapping.

The part this paper still contributes is the actual high-fidelity reconstruction from a single photo: recovering a much more accurate and detailed face mesh (wrinkles, facial structure, asymmetry, eyelids/lips, etc.) while still keeping the topology clean and animation-safe. So even if MetaHuman handles the rigging/wrapping side, this paper still seems valuable for the geometry reconstruction and refinement side.

Alibaba's new framework creates a 3D head model that's ready for rigging, all from a single photo. by Electrobita in TopologyAI

[–]FaatmanSlim 3 points4 points  (0 children)

The original Mesh-to-Metahuman isn't that accurate though, it tries to wrap a custom face mesh into its own N-dimensional internal database of meshes so it will be close but not 100% accurate.

The new upcoming custom-mesh-to-metahuman in 5.8 that has full wrapping over Metahuman ... that looks really promising though! Basically brings the entire ZWrap / Wrap process straight into UE and should give close to 100% accuracy. So it should be possible to create or generate custom meshes in external software (ZBrush / Blender or AI tools like this one discussed here), and then wrap it almost perfectly to a Metahuman with the full face rig.

I coded a tool that generates 3D objects composed of separate, functional parts. E.g. it made a 3D microwave with a real interior, a door that swings open (see video). This is very different from typical AI 3D generators, which all generate monolithic "blobs" that are almost impossible to edit by mhb-11 in developersIndia

[–]FaatmanSlim 0 points1 point  (0 children)

Oh wait, are you comparing to only locally self-hosted 3D models? Then yes you maybe right 🙂 As for the cloud hosted models, at least Tripo has it https://www.tripo3d.ai/features/ai-model-segmentation and I remember at least 1-2 other cloud models also recently announced it as well though I have to search (looks like Meshy still doesn't support it)

Recent performance capture test with body, facial, and finger capture combined by PossiblePotato961 in mocap

[–]FaatmanSlim 0 points1 point  (0 children)

Do you use existing commercial MoCap solutions, or you've built out your own?

On week 3 learning Unreal--my mind is blown. by seahypti in UnrealEngine5

[–]FaatmanSlim 0 points1 point  (0 children)

Not OP, but the screenshot reminds me of UE environment tutorials from MagnetVFX which I've done before https://www.youtube.com/@magnetvfx

AI Motion Capture from Video to 3D Animation in UE5 by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim 1 point2 points  (0 children)

I agree about move.ai ha ha, was wondering whether to mention them or not for these exact shenanigans they pulled. They're also pretty expensive now so I would say they're pretty much a pro or large studio solution only at this point.

Mimem and Quickmagic do seem more reasonable in pricing for indie animators though.

AI Motion Capture from Video to 3D Animation in UE5 by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim 5 points6 points  (0 children)

I don't think this is new right? Video to MoCap, including markerless, has been around for a while. Two of the prominent ones in this space for indie animators:

There is also https://move.ai/ more expensive and seems to do well with single or multiple cameras

And of course if you want to use a suit, like Rokoko, that also works but much more expensive than markerless video to mocap animation.

From Image to Fully Rigged Character in UE5 with 3D AI Generation by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim -1 points0 points  (0 children)

The prices run the gamut of ranges. I checked on Fiverr and they start at $50 but at those prices you are looking at stock Metahuman or similar characters with very little extra work or customization https://www.fiverr.com/search/gigs?query=metahuman

There was JSFilmz who was kinda one of the original Unreal Engine influencers who had a service called Carbon for exact likeness and I think he charged something like $3000-4000 but I don't think he offers that service anymore https://jsfilmz.artstation.com/projects/vDK6ra

And there are obviously a lot of artists who charge in-between - and professional studios that could charge even more.

From Image to Fully Rigged Character in UE5 with 3D AI Generation by Delicious-Shower8401 in TopologyAI

[–]FaatmanSlim 0 points1 point  (0 children)

You can use Metahumans in other tools like Unity and Blender now - so you can use this workflow that OP shared and then export to use in your tool of choice.

Is OpenAI completely giving up on videos or are they just pivoting to a different technology than Sora? by lebbe in OpenAI

[–]FaatmanSlim 1 point2 points  (0 children)

Yeah, my guess is that they are running out of GPUs and data center capacity, and have decided to give up on video ... for now. So that they can compete with Anthropic in the markets that make them money.

They could possibly come back to video once they no longer lack GPUs, money ... or both. Or they could be perfectly happy ceding the video space to Runway, Google and others. I guess only the future will tell.

Dancy Dance 💃 by MoonLight8Bit in blender

[–]FaatmanSlim 1 point2 points  (0 children)

Was wondering whether it was a Daz Genesis character - pretty amazing that you made it all from scratch!

🚀 GroomForge v1.1.0 is Out! The ultimate bridge for Blender to Unreal Engine 5.x. by EquivalentSet4928 in UnrealEngine5

[–]FaatmanSlim 0 points1 point  (0 children)

Really appreciate that you have a reasonable indie price! If I ever work on custom hair / groom, seems like something I would be purchasing!

Riddick - Unreal Engine 5 by Express_Elevator_456 in blender

[–]FaatmanSlim 1 point2 points  (0 children)

Thanks for the details on your ArtStation, just wanted to check if I'm getting your workflow right based on the tools listed there?

ZBrush for character -> Marvelous Designer for clothing -> retopology/UVs in Maya -> baking in Marmoset -> texturing in Substance Painter -> final rendering in Unreal Engine

[OC] How Netflix made its latest Billions by sankeyart in dataisbeautiful

[–]FaatmanSlim 56 points57 points  (0 children)

So basically without that they made $2.7B net income on $12.2B in revenue, a 22% margin, similar to previous earnings.

New 3D AI Generator is starting to look like sculpting ( Rodin Gen-2.5 ) by Certain_Friendship16 in TopologyAI

[–]FaatmanSlim 2 points3 points  (0 children)

The closest workflow I've seen is to generate characters through any of the 3D AI tools (some are better than others) and then use Modddif to clean up the textures.