Anti-AI or pro-AI?
163There are several ways for those opposed to AI to approach the issue:
*) badmouthing it and potentially blocking people who use AI
*) proving that the product is of poor quality
I chose this second option by creating an account and offering two free items:
a bench based on a photo that I had an AI generate
images of female ice skaters
You only need to look at the mesh of an AI-generated object to realize that, for now, the result cannot be satisfactory.
Here is a simple example: the IKEA Ivar shelving unit.

A screenshot of the mesh in DAZ.

Honestly, what 3D software produces such a monstrosity?
*) badmouthing it and potentially blocking people who use AI
*) proving that the product is of poor quality
I chose this second option by creating an account and offering two free items:
a bench based on a photo that I had an AI generate
images of female ice skaters
You only need to look at the mesh of an AI-generated object to realize that, for now, the result cannot be satisfactory.
Here is a simple example: the IKEA Ivar shelving unit.

A screenshot of the mesh in DAZ.

Honestly, what 3D software produces such a monstrosity?
! REPORT
Honestly I try to keep control over my creativity and creating such a shelving unit in Blender is quite easy without AI.
AI might be useful in improving renders though, but only to a certain extend. I try to use local AI for that, as I do not want to share everything with the world.
AI might be useful in improving renders though, but only to a certain extend. I try to use local AI for that, as I do not want to share everything with the world.
REPLY
! REPORT
Quote: You only need to look at the mesh of an AI-generated object to realize that, for now, the result cannot be satisfactory.
Here is a simple example: the IKEA Ivar shelving unit.....Honestly, what 3D software produces such a monstrosity?
Consider doing some actual research on the matter.
The claim that all AI-generated 3D meshes are unusable is an outdated and inaccurate generalization. It reflects the limitations of early generative methods (primarily 2023early 2025), which frequently relied on implicit surface reconstruction or marching-cubes-style extraction and therefore produced dense, irregular triangle soups requiring extensive manual cleanup. Contemporary commercial platforms have moved decisively beyond that stage.
They incorporate dedicated retopology passes, native or post-process quad-dominant generation, controllable polygon budgets, and edge-flow optimization explicitly intended for production pipelines in games, animation, and other 3D applications.
Quadrilateral topology remains preferred for authoring workflows because it supports predictable subdivision, clean deformation under skinning, and more efficient UV layout and edge-loop placement. Triangles remain the final representation for real-time GPU rendering; modern tools therefore routinely supply both options or convert cleanly between them. The assertion that every AI mesh is "unusable garbage" simply does not survive contact with current tool outputs.
Meshy AI
Meshy provides an integrated Remesh stage that converts draft geometry into either triangle or quad-dominant topology at a user-specified target polycount (commonly ranging from a few thousand to several hundred thousand faces). The remeshed result is intended for direct import into game engines or further editing in Blender, Maya, or similar packages. Official documentation confirms the explicit Topology: Quad setting and subsequent download of the remeshed asset.
Official site: https://www.meshy.ai/
Tripo AI
Tripo offers a dedicated AI Quad Remesh feature that converts triangular or irregular meshes into clean, production-ready quadrilateral topology optimized for animation and subdivision. Its Smart Mesh technology generates low-to-mid-poly assets with sensible edge flow and controllable face budgets, explicitly marketed for Unity, Unreal Engine, and Godot pipelines. The system analyzes surface flow to produce edge loops suitable for rigging and deformation without obligatory manual retopology for many asset classes.
Official site: https://www.tripo3d.ai/
Quad Remesh feature page:
https://www.tripo3d.ai/features/ai-quad-remesher
Hyper3D Rodin
Rodin (by Hyper3D / Deemos) supports selectable mesh modes, including a default or explicit Quad mode that produces quad-dominant meshes with flowing edge loops suitable for characters and deformable assets. Quality presets allow control over face count (for example, 4K200K quads or corresponding triangle densities). Additional Smart Low-Poly options further refine topology for real-time use while preserving usable structure. The platform positions its outputs as production-oriented rather than purely conceptual.
Official site: https://hyper3d.ai/
Here is a simple example: the IKEA Ivar shelving unit.....Honestly, what 3D software produces such a monstrosity?
Consider doing some actual research on the matter.
The claim that all AI-generated 3D meshes are unusable is an outdated and inaccurate generalization. It reflects the limitations of early generative methods (primarily 2023early 2025), which frequently relied on implicit surface reconstruction or marching-cubes-style extraction and therefore produced dense, irregular triangle soups requiring extensive manual cleanup. Contemporary commercial platforms have moved decisively beyond that stage.
They incorporate dedicated retopology passes, native or post-process quad-dominant generation, controllable polygon budgets, and edge-flow optimization explicitly intended for production pipelines in games, animation, and other 3D applications.
Quadrilateral topology remains preferred for authoring workflows because it supports predictable subdivision, clean deformation under skinning, and more efficient UV layout and edge-loop placement. Triangles remain the final representation for real-time GPU rendering; modern tools therefore routinely supply both options or convert cleanly between them. The assertion that every AI mesh is "unusable garbage" simply does not survive contact with current tool outputs.
Meshy AI
Meshy provides an integrated Remesh stage that converts draft geometry into either triangle or quad-dominant topology at a user-specified target polycount (commonly ranging from a few thousand to several hundred thousand faces). The remeshed result is intended for direct import into game engines or further editing in Blender, Maya, or similar packages. Official documentation confirms the explicit Topology: Quad setting and subsequent download of the remeshed asset.
Official site: https://www.meshy.ai/
Tripo AI
Tripo offers a dedicated AI Quad Remesh feature that converts triangular or irregular meshes into clean, production-ready quadrilateral topology optimized for animation and subdivision. Its Smart Mesh technology generates low-to-mid-poly assets with sensible edge flow and controllable face budgets, explicitly marketed for Unity, Unreal Engine, and Godot pipelines. The system analyzes surface flow to produce edge loops suitable for rigging and deformation without obligatory manual retopology for many asset classes.
Official site: https://www.tripo3d.ai/
Quad Remesh feature page:
https://www.tripo3d.ai/features/ai-quad-remesher
Hyper3D Rodin
Rodin (by Hyper3D / Deemos) supports selectable mesh modes, including a default or explicit Quad mode that produces quad-dominant meshes with flowing edge loops suitable for characters and deformable assets. Quality presets allow control over face count (for example, 4K200K quads or corresponding triangle densities). Additional Smart Low-Poly options further refine topology for real-time use while preserving usable structure. The platform positions its outputs as production-oriented rather than purely conceptual.
Official site: https://hyper3d.ai/
REPLY
! REPORT
I am not pro-AI. But I also do not think it really matters what I believe.
I think the most important thing that really matters is this: Does the asset fit the end user's needs?
I might be totally wrong about this. But nowadays, I don't think the end user cares as much now about how something was made. They just want it to work.
Of course, I know there are many people who won't use an AI-generated asset no matter what. I'm talking more about the general acceptance of it lately.
I am interested to hear other people's thoughts on this.
I think the most important thing that really matters is this: Does the asset fit the end user's needs?
I might be totally wrong about this. But nowadays, I don't think the end user cares as much now about how something was made. They just want it to work.
Of course, I know there are many people who won't use an AI-generated asset no matter what. I'm talking more about the general acceptance of it lately.
I am interested to hear other people's thoughts on this.
REPLY
! REPORT












