Rigging also looks like it could have a decent AI/DNN solution: https://arxiv.org/pdf/2005.00559.pdf
Rigging also looks like it could have a decent AI/DNN solution: https://arxiv.org/pdf/2005.00559.pdf
I have used sculpting (in blender) however, for making more organic 3d printable stuff, since fusion360 absolutely sucks for organic shapes. With a proper drawing tablet sculpting in blender is so much fun tbh.
https://i.imgur.com/UIBXXvj.png
We're definitely at the point where these tools can do amazing things, and yet they still manage to make bizarre defects in the output that no human would ever imagine.
Consider shape-net - while being able to generate samples from the shape-net distribution would be a very impressive achievement, and these would certainly be useful as "assets" (decorations in a game scene), they don't have any of the real structure of these objects that would allow real interaction. They are effectively just inflatable decoys compared to real objects.
In short, "AI" isn't going to replace the artists, it's going to massively amplify their productivity and we don't know of any limit to consumer demand for realism and rich interactivity in games. If anything the number of game artists is going to increase, only the bar will be raised on the quality of their product.
I guess text-to-3d offers the potential of automatically creating entire worlds with very little human/artist intervention. But text-to-2d matches current processes with more chances for an artist to intervene, and also has more training material for art styles.