I don’t think the engines will switch their happy-paths to splats until artists have the proper tools to create assets with splats. As cool as generating splats with AI is, the assets in a AAA game must fit the art directors vision, which means having artists in the loop.
I feel like the visual style of games will change as a result of generative AI to be whatever style those AI models have a hard time generating. Essentially the games that will stand out will be truly original, art wise.
I suspect a lot of game/film artists would be very happy to go back to sculpting physical objects and taking a few photographs as opposed to building the models from scratch in the computer.
I don’t think the engines will switch their happy-paths to splats until artists have the proper tools to create assets with splats.
Oh - I agree and it's a bit chicken and egg. I'm not expecting this shift to be quick (or even universal). But I do feel the need to put the idea out there that meshes might not be the be-all and end-all for games and other spatial media.
But only because we generally are starting with a mesh and creating a low-res collision mesh from that reuses existing tooling. Mesh colliders aren't terribly ideal. You need a lot of triangles. SDFs can be a better choice in some cases.
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I don’t think the engines will switch their happy-paths to splats until artists have the proper tools to create assets with splats. As cool as generating splats with AI is, the assets in a AAA game must fit the art directors vision, which means having artists in the loop.
I feel like the visual style of games will change as a result of generative AI to be whatever style those AI models have a hard time generating. Essentially the games that will stand out will be truly original, art wise.
I suspect a lot of game/film artists would be very happy to go back to sculpting physical objects and taking a few photographs as opposed to building the models from scratch in the computer.
Oh - I agree and it's a bit chicken and egg. I'm not expecting this shift to be quick (or even universal). But I do feel the need to put the idea out there that meshes might not be the be-all and end-all for games and other spatial media.
Collision geometry is also generally triangles or other primitives.
But only because we generally are starting with a mesh and creating a low-res collision mesh from that reuses existing tooling. Mesh colliders aren't terribly ideal. You need a lot of triangles. SDFs can be a better choice in some cases.
How hard it is to generate splats from meshes?