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Trellis – 3D mesh generative model (trellis3d.github.io)

445 points by tarr11 · 604 days ago · 80 comments on HN

Article summary

The discussion revolves around Trellis, a 3D mesh generative model, and its potential impact on 3D asset generation. The model can generate 3D models from images, but its output may require editing and refinement. Some users have reported success with the model, while others have encountered limitations and errors. The model's capabilities and limitations are being explored and discussed.

Main themes

  • 3D asset generation
  • Generative AI
  • Mesh quality and topology
  • Animation and rigging
  • Game development and industry impact

What commenters say

  • Trellis has the potential to revolutionize 3D asset generation, but its output may not be suitable for high-end game development without significant editing and refinement.
  • The model's ability to generate 3D models from images is impressive, but it may struggle with certain types of input, such as images with complex or symmetrical structures.
  • The use of Trellis and similar models could lead to job displacement for 3D artists, but it could also enable them to focus on higher-level creative tasks and increase productivity.
  • The quality of the generated meshes is a major concern, with some users reporting poor topology and wireframes that require manual redoing.
  • The model's limitations, such as scale consistency and material awareness, need to be addressed to make it more useful for practical applications.
  • The potential for Trellis to enable on-demand animated and interactive content is significant, but it will require further development and refinement to achieve this goal.
  • The trade-off between mesh quality and performance is a key consideration, with some users arguing that good quality code and mesh topology are essential for optimal performance.
  • The use of Trellis and similar models could democratize access to 3D content creation, but it may also exacerbate existing issues, such as the reuse of assets and the lack of variation in game development.