
Stefan 3D AI
@Stefan_3D_AI • 2,651 subscribers
Stefan Vaskevich: 3D AI Explorer. Sharing my insights.
Videos

NVIDIA just dropped another revolution in AI animation — real-time and open source. It's called ARDY. You type what the character should do — and it just does it. While moving. Change the text mid-walk, click a waypoint, add keyframes — it re-plans instantly. No baking, no waiting. And this time they dropped EVERYTHING at once: code, weights, working demo. Fully ready to run locally. I tested it. Honestly — shock. Feels like Kimodo × MotionBricks: that amount of control (text + constraints + trajectories), but live. And it fits in 20–24GB of VRAM. I didn't expect animation to move this fast — I thought 3D would get solved first. It's robotics pushing it: the same model drives their humanoid robots. Paper + code:
Stefan 3D AI109,806 görüntüleme • 20 gün önce

Okay, UE 5.8 New MetaHuman is actually GOOD. I just tested the full pipeline with a completely custom AI generated character — styled with custom proportions, custom accessories. Generated mesh → MetaHuman → extracted mesh → rebaked / AI retextured → auto-weighted accessories → animation. 1-2h max. It works way better than I expected. Will drop full YouTube tutorial coming in a few days, busy editing😅 #ue58 #3dai #metahuman
Stefan 3D AI62,201 görüntüleme • 1 ay önce

AI Won’t Replace Every 3D Artist - But It’s Already Changing How the Best Ones Work. At the start of this year, I first combined AI tools into one proper character pipeline. A few months later, big and mid-size studios are already integrating similar workflows into production - the efficiency gain is simply too large to ignore. This still isn’t “one click → game-ready character,” and real 3D skills are absolutely required. But one strong artist can now do far more. I broke down the full process: concept → 3D → cleanup and UVs → MetaHuman UE5.8 → rig, facial animation, physics, and a production-ready character. Full video:
Stefan 3D AI30,806 görüntüleme • 19 gün önce

Custom AI character → fully usable MetaHuman in UE 5.8. Guys, I finally made the full tutorial I promised. AI concept → 3D mesh → MetaHuman conform → baking / AI retexture → accessories in Blender → weighted export → Unreal setup → animation. This workflow is actually huge. Watch here 👇
Stefan 3D AI32,617 görüntüleme • 29 gün önce

I recreated Marvel Rivals game character in just over 3 hours. Not one prompt BS — with my real hybrid pipeline: AI tools + 3D tools + manual work. Concepting, 3D generation, cleanup, high/low poly, baking, texturing, rigging — all combined into one fast workflow. Full breakdown on YouTube. #3DAI #marvelrivals #AIart️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️️
Stefan 3D AI17,555 görüntüleme • 26 gün önce

I tried to see how far I could push my current AI + 3D workflow and build a playable 3D game prototype in just 3 days😶 Not by asking AI to make the whole game in one prompt. I had my own idea, knew what I wanted to build, and used AI as a tool: - for concepting, - asset generation & texturing, - gameplay logic with the new UE 5.8 MCP + Claude Code. And honestly, it is crazy how far you can get now with the right workflow. Full video - #UE5 #ClaudeCode #AI3D #3DAI
Stefan 3D AI20,994 görüntüleme • 1 ay önce

AI is not “coming” for 3D. It’s already here. 📍Base mesh? Automated. 📍Retopo? Minutes. 📍Rigging? One click. 📍Mocap from phone video? Done. The real threat isn’t AI. It’s staying at the execution level while everything automated. Watch the full breakdown: #3DAI #3DArtist #WorkflowShift #AIFuture #3DModeling #GenerativeAI
Stefan 3D AI54,204 görüntüleme • 5 ay önce

A Web-Based, Agentic ComfyUI-Style Builder for 3D Okay, this is actually pretty interesting. I’ve been testing Flow, a new tool from 3DAIStudio . It’s basically a web-based, ComfyUI-style workflow builder made around 3D, with specialized nodes, logic nodes, and an AI agent that can help build the workflow for you. I tested it across a few different pipelines, models, and node setups — and it works surprisingly well. Full review + results in the video 👇
Stefan 3D AI10,327 görüntüleme • 23 gün önce

Pixel-perfect 3D generation is here. 🧵 Tencent’s new Free Local Pixal3D project every pixel directly into 3D space. No more "AI hallucinations"—just sub-pixel faithful reconstruction. ✅ Open Weights ✅ Local (24GB VRAM) ✅ Matches silhouettes perfectly Is this the new benchmark for open-source 3D? Full workflow and test: 👇 #3DAI #Pixal3D #GameDev #Tencen #OpenSource #3DModeling
Stefan 3D AI22,664 görüntüleme • 2 ay önce

I built a playable 3D roguelike in Unreal Engine 5 from scratch in less than 48 hours. My accelerated workflow: ♦ Concepts — Nanobanana Pro ♦ 3D Models — Tripo 3D Smart Mesh (under 5-20k polygons, clean topology) ♦ Rigging — AccuRig to the UE5 skeleton ♦ Weight Painting — Quick Blender cleanup for rigid mesh elements ♦ PBR Tile Textures — Patina on ♦ Logic — UE5 Blueprint template + Claude Full workflow breakdown: #UE5 #GameDev #3DModeling #Blender3D #TechArt
Stefan 3D AI13,933 görüntüleme • 1 ay önce

I built a fully playable 3D platformer game in exactly 3 days, using almost entirely AI-generated assets. To test whether AI can really replace the asset grind, I came up with a steampunk cat universe from scratch and brought it straight into Unreal Engine 5. Here is how it was done, step by step: 👇 🎨 World and prop concepting 🧩 Tripo 3.1 for low-poly smart meshes and PBR textures 🩹 Blender for geometry cleanup and AO baking 🦴 AccuRIG for character animation 🚀 UE5 for level design and blueprints The craziest part is that AI handled the routine, and I still had the creative energy to make the level actually fun. Watch the full workflow and gameplay reveal: #GameDev #TripoAI #UnrealEngine5 #3DModeling #IndieDev #Blender3D
Stefan 3D AI17,426 görüntüleme • 2 ay önce

#ByteDance dropped #Seed3D 2.0 and claims an 80% win rate against all major 3D AI tools. After dominating in the AI-video with #Seedance2, they are now entering the 3D generation. And the focus is no longer just textures — it’s about real usability of assets right after generation. I tested: 🔹Geometry (thin & complex structures) 🔹Part-level disassembly for simulations 🔹Unified PBR materials 🔹Compatibility to real game engines Watch the full breakdown — and let’s discuss: can this model actually change the industry?
Stefan 3D AI18,827 görüntüleme • 3 ay önce
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