I experimented with AI-generated 3D models to check their usability for FinalAutomata (https://www.youtube.com/@FinalAutomata) , where we need to create numerous characters (robots). Here are my key takeaways:
The fidelity and quality of the output are still lacking, especially for Hard Surface assets/characters. Here's what I found useful:
- Using higher quality input images (with clear forms, like product design concept art or clear front lit renders) results in better outcomes.
- Text prompts generate better results than image-to-3D conversion.
- Segmenting your assets into parts and generating them separately allows for more detailed results for each part.
- Retexturing with AI is a nice feature that can quickly fix imperfections in the generated color textures.
- While AI offers retopology, it tends to eliminate details.
- AI-generated models can be used (almost) as-is for stylized projects, particularly for props and some characters.
My approach involved:
1. Image/concept generation:
- I used Dall-e because it allows tweaking the results using natural language. For my next experiment, I plan to combine MJ, Krea.ai, and StableDiffusion for more controlled results.
- Editing in Photoshop with AI-generated feature allows for precise fixes and inpainting.
3. Generating 3D from images:
- CSM.ai worked best for me as it allowed segmentation of the front and back of specific robot parts, providing the closest likeness to the reference/concept art.
- Some parts, like robotic eyes, separate joints, or kitbash parts, can be generated using Tripo3d.ai, 3DAiStudio.com, and Masterpiecex.com. Each generator offers slightly different results.
4. Geo Cleanup:
- I performed retopology in Blender (using QuadRemesh or Blender's remesh tool) to fix holes, etc.
- I smoothed in sculpt mode with the Filter Brush, added creases with the Pinch Brush, and polished with Flatten.
- I then baked the diffuse (AI-generated color map) onto the new retopologized UVed mesh.
4. Retexturing and adding normal map details in Substance:
- I used SubstanceSampler to create PBR materials from AI-generated color maps.
- MJ helped generate cable textures, which were turned into PBR materials in SubstanceSampler.
- I also used hard-surface alphas from JRO to add extra height details.






