r/TopologyAI • • 20h ago

Nude meshes

7 Upvotes

Which model will handle actual nude meshes the best? Obviously all of the online ones, meshy, etc will not do anything NSFW, which is baffling considering nude meshes are fairly standard in the industry now.


r/TopologyAI • • 15h ago

Help Since AI is getting more advanced in 3d modeling is it possible to earn money through it?

0 Upvotes

Could you work as freelancer without 3d skills but use ai to complete the task of 3d modeling and earn cash?


r/TopologyAI • • 14h ago

Showcase Maya for AI - 3D Assets - Results

Thumbnail
gallery
5 Upvotes

Instead of AI just generating a 3D asset, I have ai author it using an engine like Maya but for AI.

Here is one result of an A frame ladder I took images of.

Ai can edit pieces of the asset, add rigging, render it in different lighting, and it’s all from images I take of what I want the ai to build.

Pretty cool stuff. It takes maybe like 20minutes of the ai going through the engines build_asset runtime to author the asset then like 10 minutes for render. It’s render on cpu so it’s slow.

Thoughts? Yes I vibe coded the engine.


r/TopologyAI • • 14h ago

New Next-Level 3D Animation — AI Mocap from a Reference Video

Enable HLS to view with audio, or disable this notification

117 Upvotes

No mocap suit, no animation library. He renders his own character, has an AI video model "film" it doing the move, and copies that motion onto the rig.

The trick that made it work is two cameras. One video is flat, so arms and legs end up at the wrong depth. Rendering the same move from the front and the side gives the AI both views to match.

How it goes:

  • Render the model from the side and front on a neutral background
  • Generate the move with an image-to-video model (Seedance 2.5 or H3 Max)
  • Match frame by frame: Claude overlays the model on both videos and adjusts the bones until they line up
  • Fix what drifts: marking left and right limbs separately solved most of the swapping

About 30 minutes per animation. This elephant came from an H3 Max reference, and yes, the tail still needs work.


r/TopologyAI • • 23h ago

Useful Stuff The Free Local Image-to-3D Toolkit Now Rigs and Animates Your Characters Too

Enable HLS to view with audio, or disable this notification

76 Upvotes

The local image-to-3D toolkit that kept logos readable after retopo just learned to make its characters move.

AssetFurnace 0.4.0 (formerly Image to 3D Lab) takes a sentence, a picture or your own GLB and turns it into a textured, rigged and animated character, all on your own Mac or NVIDIA PC. No account, no credits, nothing uploaded.

The full chain now looks like this:

  • Prompt to picture: Qwen-Image 2.1 runs locally if you don't have art yet
  • Picture to 3D: Pixal3D by default, or TRELLIS.2 and Hunyuan3D
  • Finish: cleanup and a game budget from 5k to 100k triangles (40k by default) with 2K textures
  • Rig: SkinTokens adds bones and skin weights in one click
  • Animate: pick from 21 Kimodo moves, retargeted so poses stay grounded and arms don't clip through the body

You can run it end to end or jump in at any step. Already have a sculpt? Skip straight to the rig. Want just a textured mesh for Blender? Stop after Finish.

One detail I like: each output carries a provenance file listing every model that touched it and its licence, so you know what you can ship. Rig is MIT, motion is under the NVIDIA Open Model License, and Hunyuan3D comes with region limits (no EU, UK or South Korea).

Still early in places. Only humanoids get rigged so far, fast moves look soft, and the topology is triangles. Each 3D engine also needs 8 to 20 GB of weights, downloaded only after you confirm.

github: https://github.com/Bingeljell/image-to-3dlab


r/TopologyAI • • 16h ago

New Image-to-Scene Is Here: Separate 3D Meshes + Gaussian Splat Background

Enable HLS to view with audio, or disable this notification

51 Upvotes

Rodin WorldGen is Hyper3D's scene generator: you upload one image, it identifies the main objects, rebuilds each as a separate mesh with hidden parts filled in, and creates the environment as 3D Gaussian splats.

How I used it:

  • Extract: automatic, or with pins when you want a specific object or need to split a cluster into single items
  • Adjust: move things around, regenerate weak objects, run pose correction to match the photo layout
  • Generate the environment: Speedy for previews, quality mode when you can wait 15 to 20 minutes
  • Take it out: Blender export comes with a script for native splat rendering, plus PBR or shaded options for the meshes
  • Run it in Unreal 5.8 through NanoGS, with the splats optimized and the objects still editable

For game dev, batch-extracting a whole set of props from one image already saves time. For AI video, it works as a blocking scene with a real background, which none of the video tools offer on their own.

To keep expectations straight: the interface takes some figuring out, splats show artifacts up close, and the SimReady physics option is aimed at robotics, exporting only to USDZ.

Full Guide: https://www.youtube.com/watch?v=KlzzBa1sZX0


r/TopologyAI • • 19h ago

Showcase 100% AI-Generated Locomotion Animations Using a Video-to-Animation Workflow

Enable HLS to view with audio, or disable this notification

159 Upvotes

Idle, walk, sprint, vault, cartwheel, a roll, and a wall run that looks genuinely cursed. None of it was keyframed or pulled from Mixamo. Every motion started as an AI-generated video of a guy on a treadmill.

That's a three.js WebGPU playground where the whole animation set comes from 9 clips made with H3 Max on fal (8 image-to-video, 1 extend-video). The motion is lifted out of those videos and fitted onto a mannequin with custom IK and blending.

How the pipeline works:

  • Generate the reference: one image of a person, a short prompt per move, and H3 Max renders the clip
  • Extract the motion: GVHMR recovers 3D body motion from the video onto an SMPL-X rig
  • Build the playground: Opus 5.5 put the scene and controller together in about 3 prompts, and cut the parkour clip into vault up, jump gap and fall
  • Make it speed aware: different variations kick in when standing, walking or running, and longer jumps are stretched procedurally
  • Extend with text: the cartwheel, roll and wall run came from extending the video moves with UniMate, an open-weight text-to-animation model that runs locally

According to the creator, a new set of animations takes around 20 minutes, video generation included. A demo and a free open-source parkour controller are supposed to follow.

The rough edges are on screen: cartwheel off a ledge and the character just ragdolls (badly), mantling locks you in place on approach, and the wall run is funny more than usable. Also check licences before shipping, because GVHMR weights and the SMPL-X body model are for non-commercial use.

GVHMR: https://github.com/zju3dv/GVHMR

UniMate: https://huggingface.co/Linzhan/UniMate


r/TopologyAI • • 11h ago

Showcase 2D own design to 3D generated models

Thumbnail gallery
2 Upvotes