The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated, interactive content.
The next step is to generate models with higher quality mesh topology that allows animation and editing without breaking the mesh. I've done a lot of retopologizing and if I (or AI) were to rig these models as-is there would be all kinds of shading and deformation issues. Even without animating they are glaringly triangulated up close. But I suspect really high quality 3D asset generation is just around the corner because all you'd have to do is join up the approach seen here with AI quad re-meshing based on estimated direction fields and feature detection, which is also getting scarily good.
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The next step is to generate models with higher quality mesh topology that allows animation and editing without breaking the mesh. I've done a lot of retopologizing and if I (or AI) were to rig these models as-is there would be all kinds of shading and deformation issues. Even without animating they are glaringly triangulated up close. But I suspect really high quality 3D asset generation is just around the corner because all you'd have to do is join up the approach seen here with AI quad re-meshing based on estimated direction fields and feature detection, which is also getting scarily good.
Anywhere you'd recommend a hobbyist can learn more about remeshing or feature detection?
This is a technical paper, but it has a quite conversational abstract and introduction that is easy enough to follow if you have some experience with mesh modelling: https://www.graphics.rwth-aachen.de/media/papers/337/learnin...
https://blog.yarsalabs.com/blender-topology-guide/
https://cgcookie.com/posts/guide-to-clean-topology
At this point maybe meshes are not the best representation for animation and editing. We can just use latents of neural networks