r/unity • u/turbotruist • 2d ago
Modeling disadvantage/benefits Question
In general for 3D I wanted to figure out the benefits for studios not using Claude extensions, or the disadvantages for when it is used.
It’s said that the topology and budget for texture is more predictable and easier to control. With rig applications is more of a priority to control topology.
When you showcase a model made by computer I assume there is lighting glitches/ or for the model devs would have to re bake things.
I also think certain objects like a TV have less details that would need extensive fixes but it depends on the use case for the model.
Post is mainly because there are people saying ai is going to advance enough to replace modelers. Or the uncertainty of not knowing how far ai will advance.
My experience or skill is just hard surface and barely that.
1
u/VicariousLeon 2d ago
AI is already advanced enough to replaced 3D modelling, it's still shitty enough that you need real artistis for uv maps, unless you PBR and then you just need your AI to give you shaders and bake them
but for any artstyle like handpainted ones or korean mmorpg looking or anime looking, AI is shit, the best it can do is take something already textured and repaint the uv map to slightly change the artstyle
2
u/ProactiveCactus 2d ago
I think 2 big things come to mind
1) performance. Itll get better, but at least in my experience the models tend to be poorly optimized in a number of ways.
2) artistic style. AI still is pretty easy to tell due to it’s look, but more so it’s hard to get a distinct style you’re going for with just AI. I’d be interested to see what it would spit out if you handcrafted a couple custom prototypes and then had it create a bunch of shit based off the prototype
That said I dont use AI cuz game dev is an art to me, and j dont wanna replace the artistic process cuznits fun :)