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Practical 3D Asset Generation: A Step-by-Step Guide
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Hugging Face Blog

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Practical 3D Asset Generation: A Step-by-Step Guide

Introduction

Generative AI has become an instrumental part of artistic workflows for game development. However, as detailed in my earlier post, text-to-3D lags behind 2D in terms of practical applicability. This is beginning to change. Today, we'll be revisiting practical workflows for 3D Asset Generation and taking a step-by-step look at how to integrate Generative AI in a PS1-style 3D workflow.

Why the PS1 style? Because it's much more forgiving to the low fidelity of current text-to-3D models, and allows us to go from text to usable 3D asset with as little effort as possible.

Prerequisites

This tutorial assumes some basic knowledge of Blender and 3D concepts such as materials and UV mapping.

Step 1: Generate a 3D Model

Start by visiting the Shap-E Hugging Face Space here or down below. This space uses the open-source Shap-E model, a recent diffusion model from OpenAI to generate 3D models from text.

Enter "Dilapidated Shack" as your prompt and click 'Generate'. When you're happy with the model, download it for the next step.

Step 2: Import and Decimate the Model

Next, open Blender (version 3.1 or higher). Go to File -> Import -> GLTF 2.0, and import your downloaded file. You may notice that the model has way more polygons than recommended for many practical applications, like games.

To reduce the polygon count, select your model, navigate to Modifiers, and choose the "Decimate" modifier. Adjust the ratio to a low number (i.e. 0.02). This is probably not going to look very good. However, in this tutorial, we're going to embrace the low fidelity.

Step 3: Install Dream Textures

To add textures to our model, we'll be using Dream Textures, a stable diffusion texture generator for Blender. Follow the instructions on the official repository to download and install the addon.

Once installed and enabled, open the addon preferences. Search for and download the texture-diffusion model.

Original source

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