
Mike Caps
2.9K posts

Mike Caps
@mikecaps
3D Artist & maker of the best apps 📚https://t.co/gDBcsK7Er7 🧊https://t.co/mFtB7MGMtW 🏁https://t.co/4bHkCxvj1j 📍https://t.co/ZRuqO4l8Tm ⏱️https://t.co/kmucFDllZN


In Austin last week I met an organizer from the Chinese Blender conference, which is hosted by the umbrella AI conference "IAICC". A Blender user told them they should separate it from the Blender conference because 'Blender users won't attend if it's related to AI'. He replied: "In China they won't attend if it's not AI". I think about this a lot.







The idea that professional artists will be able to resist AI workflows forever - on someone else's dime - is quite frankly, foolish. Consider how likely you would be to hire a plumber at 10x the price because they refuse to use a snake camera? I still sketch for fun. I still model when I could download, for fun. But for work? I use whatever tool is best for the goals of the project, in the least time. It's always been this way. I get no pleasure from saying this. But refusing the more efficient tool rarely ends well for professionals. My first car model on the left from 2007. And a generated version on the right. For a hero asset, the left approach still wins. For a background asset, the right is perfectly fine. Use what works.





Donut tutorial Andrew would’ve spent 20 minutes explaining why the topology on the right is unusable. Background assets in a AAA game still get LODs, collision, lightmap UVs, and have to fit a memory budget. Since the output gives you none of that someone else on the team has to eat that cost. You’re moving from the modeler to the tech artist, and now it takes longer than modeling it right the first time would have. We lost another one boys and girls😑











