Everyone I see text to 3D, it’s ALWAYS textured. That is the obvious give-away that it is still garbage.
Show me text to wireframe that looks good and I’ll get excited.
Yes, there is gaussian splatting, NeRF and derivatives, but their outputs _really don't look good_. It's also necessary to have the surface remeshed if you go through that route, and then you need to retexture it.
Crazy thing being able to see things up to scale and so close up :)
I should've have clarified it, but yes I was talking about the extracted surface geometry.
If you use "*" instead of "_" you can write in italic :) just a thought
Maybe people mistakenly think that most standalone Quest games don't have those maps because they don't work? Well it's not the case. The standalone games (especially on Q2 vs Q3) have just very low performance budget. You strip out what you can to make your game render in 90 fps for each eye (each eye uses a different camera perspective so each frame scene has to be rendered twice).
It does't feel like an expansive world - it's the same few basic building blocks combined in every possible combination. It doesn't feel intentional or interesting.
I mean, yes it's obvious because the GPU is only so powerful. The difference against my Xbox is night-and-day.
But even if VR is unforgiving of it, it's simply what we've got, at least on affordable devices. These models seem to be perfectly fine for current mainstream VR. Maybe Apple Vision is better, I don't know.
The real fun begins when rigging gets automated. Then full AI scene generation of all the models… then add agency… then the trip never ends.
The existing ones:
- Meshy https://www.meshy.ai/ one of the first movers in this space, though it's quality isn't that great
- Rodin https://hyperhuman.deemos.com/rodin newer but folks are saying this is better
- Luma Labs has a 3D generator https://lumalabs.ai/genie but doesn't seem that popular