3D scans usually begin as triangle meshes, which are... great for capturing, viewing, and sharing real-world objects. For editing, animation, cleanup, or production workflows, quad-based topology can be much easier to work with. Our Quad-Mesh Retopology helps convert scan meshes into clean quad meshes, making your model easier to edit, optimize, and use across Blender, Maya, game engines, and other 3D workflows.show more

KIRI Engine - 3D Scanner App
11,048 görüntüleme • 2 ay önce
With Hunyuan3D World Model 1.0 now released and open-sourced,... we're excited to showcase the technical highlights behind this impressive innovation: ✅360° Panoramic Generation: Creates complete, immersive “world scenes”, far beyond localized views. ✅Explorable 3D Scene Generation: Generates diverse, spatially consistent 3D worlds from text/image for truly immersive exploration. ✅Interactive/Editable: Achieves separation of foreground objects, background terrain, ground, and sky, for seamless secondary editing. ✅Exportable Mesh: Generated scenes can be exported as 3D meshes for direct import into mainstream game engines and modeling software. ✅Industry-Leading SOTA Evaluation: Surpasses state-of-the-art open-source models in generation quality. As the industry's first open-source model for physical simulation and explorable world generation, Hunyuan3D World Model 1.0 aims to foster a collaborative community ecosystem with developers and enthusiasts. ✨ Try it now: 🤗 Hugging Face:show more

Tencent Hy
23,240 görüntüleme • 1 yıl önce
Competition 2: Mesh Generation 🦾 Until now, our subnet... has focused on Gaussian splats. That work led to integrations with Unity, building the world’s largest 3D dataset, and early application deployments with real users and organic traffic growth. 🕹️ The next step is clear. Developers want native mesh generation that drops straight into existing game pipelines and unlocks real production use today. 🤖 Our competition format lets us move flexibly between goals, optimizing for near term commercial utility with meshes and balancing longer term research with Gaussian splat world models and digital twins. 📈 With significant open source mesh models releasing in the past weeks, the timing is right and the bar for miner innovation has never been higher. Mesh competition launches in 2 weeks!show more

404
33,090 görüntüleme • 8 ay önce
The Fondant Custom Normals Blender addon is being tested,... and we're aiming for a 1.0 release next week! The first feature is the Weighted Normals + Laplacian Smoothing Geometry Nodes modifier. This let's you calculate Normals that are as clean as a nice quad mesh even if your topology is a mess and triangulated! We'll be following up with more tools to support creating high quality Normals for 3D anime and vtuber characters. We have an optimized adjustable Face Normal Transfer proxy mesh nearly ready to go. Check out the Docs to see more about the Addon's features and workflow (link in the reply.)show more

aVersionOfReality
54,146 görüntüleme • 1 yıl önce
.Tencent Hy HY-World 2.0 has landed,fully OPEN SOURCE !... We kept hearing the same thing: world models look great, but you can't use the output. So we made one you can, real 3D assets you can edit, rearrange, and ship into production. Prompt to engine-ready 3D. For real this time: ✨Directly outputs editable, production-ready 3D assets ✨Seamlessly plugs into existing game pipelines ✨Multimodal input: text, image, videos 🪄Character mode: freely explore streets, buildings, and open worlds with realistic physics, collisions, and no time limits 🔗GitHub:show more

Tencent AI
116,884 görüntüleme • 4 ay önce
So, today we have fast SDF sculpting + real-time... AI in Unbound Loop. Old news🥱 Coming up next: -quad-view generation from sculpted geometry -image tweaks via nano🍌 -tripo HD & Low-Poly 3D generation There's more in the upcoming release, but these three deserve a closer look: Quad-View Generation Most platforms offer some version of this, but Loop has a key advantage, your sculpted model is the reference. That means less guessing from the generator. Though it’s not 100% foolproof, like any AI I guess? (I should stop stating the obvious every time). Image Tweaks via Chat Select any generated image and ask for fixes or changes in real time. Works great on unintended quad-view hallucinations, but also handy for quick iterations. Swapping colors, tweaking details, removing elements. Tripo 3D generator Especially the low-poly model, it consistently delivered fantastic game-ready topology when we tried it with our real-time AI output. And it's super fast.show more

Andrea Intg.
15,132 görüntüleme • 1 ay önce
Tripo raised ~3B yuan (Series B + B+, led... by MPCi) and dropped the preview of P2.0 at #Gamescom2026. The headline feature is native quad topology in seconds, which is a first for any 3D foundation model. If you've ever had to manually retopo a generated mesh before it was riggable, you know why that matters. Also pushing up to 50K triangles / 25K quads with cleaner edge flow, so output is actually usable for rigging/animation, not just a pretty render. You can try it yourself - 2 free gens in Tripo Studio:show more

Tyler Wayne
80,867 görüntüleme • 3 gün önce
World Model is trending— let's revisit our HunyuanWorld journey.... We’ve been pioneering open-source 3D world generation in the past two months, and this ride’s only getting started. 🌍 📅 July: HunyuanWorld 1.0 📌 First open-source 3D world model compatible with CG pipelines (Unity/Unreal/Blender) 📌 Hit 2K+ GitHub stars in just two months ⭐—thank you for the love! 📅 August: 1.0-Lite 📌Same top-tier quality, running on consumer GPUs! 📅 September: 1.0-Voyager 📌 Direct 3D output + world memory—taking exploration further! Seamlessly integrated into CG pipelines with layered 3D modeling (assets, terrain, skybox) and fully open-sourced.. we’re fully committed to building open-source spatial intelligence for all! 🚀 💡 Why it matters? ✅ Seamless CG Pipeline Integration: Export generated 3D scenes as standard mesh formats, effortlessly integrating into industry-standard tools like Blender, Unity, and Unreal Engine for direct editing, animation, and physical simulation. ✅ Hierarchical Scene Editing: Deconstruct scenes into semantic layers (sky, background, foreground objects) via instance recognition and layer decomposition, allowing for atomic-level control—independently modify, relocate, or replace objects without rebuilding the entire world. Project page: Github: Amazing creations by Stijn Spanhove camenduru GENEL | AIを用いた動画制作 apolinario 🌐 とりにく Directive Creator 🪥 👇 #AI #3DGeneration #OpenSource #WorldModels #Hunyuan3D #HunyuanWorldshow more

Tencent HY
20,178 görüntüleme • 11 ay önce
✨ 3d models are now LIVE on Photo AI... 😊 You can now turn any AI photo you make into a 3d model by pressing [ 📦 Make 3d model ] And then you can view it inside Photo AI or download it as a .GLB 3d model file It's still very early in AI generated 3d model world but it's nice to have this feature working already As always, the models will keep improving, so this feature will keep getting better (like it did with video, it sucked before, now it's getting passable) Next would be nice to switch to .USDZ so you can load it straight into your iPhone with ARKit and put it in your room Available now for everyone on the Premium and Ultra planshow more

@levelsio
112,930 görüntüleme • 1 yıl önce
Two weeks ago I fixed one of my teeth... with algorithms I wrote a couple of years ago! I got hooked by 3D scanning when I started to work for a software shop in Zurich that was programming 3D computational geometry algorithms for denture scanning to produce crowns (and more). Back then, a typical reconstruction pipeline was like: scan the patient’s teeth using an intraoral scanner, reconstruct the surface mesh, design the restoration digitally, and finally mill the crown out of ceramic. We were working mostly with point clouds and meshes, but it wasn’t just math, it was craftsmanship translated into a digital process. Every micron mattered. You could literally see how a good algorithm meant a better fit in someone’s mouth. Gaussian Splatting isn’t about surface reconstruction, it’s about appearance reconstruction. It doesn’t care about explicit topology, it captures how light interacts with the scene. In a sense, it’s the opposite philosophy of the dental world: instead of modeling what the object is, it models how the object looks. 3D Gaussian Splatting enables applications like training self driving cars, teaching robots to understand their environment, creating virtual worlds, or monitoring real sites. It represents scenes as millions of small Gaussians rendered in real time without the need for meshes or textures. Coming from a world where precision geometry was everything, this shift felt natural. It’s still about reconstruction, but with a different goal: not manufacturing a perfect object, but reproducing how the world actually looks. Two weeks ago I got my first dental crown, made with the same software, reconstruction algorithms, and Swiss precision I once helped develop. I haven’t worked there in two years, but sitting in that chair and seeing the process from the other side was a proud moment. It reminded me why I love this field.show more

MrNeRF
290,257 görüntüleme • 10 ay önce
Blender just became a prompt box. Kimi K3 +... Blender MCP can take a simple text prompt and build an entire 3D scene for you. terrain, buildings, lighting, materials, camera movement, animation, even the Python scripts holding everything together. but the crazy part isn’t just that it can build the scene. Kimi can inspect what it created, understand what looks wrong, then go back into Blender and fix the actual scene before rendering again. the camera can be clipping through a tree, the lighting can feel off, the city can look too artificial, and instead of starting over, Kimi can make the changes directly inside Blender. and because everything is happening in Blender, you’re not left with a locked AI-generated video. you get the actual 3D scene. every object, material, light, camera and keyframe stays editable. a few years ago, creating something like this could take weeks of modeling, scripting, lighting and animation. now you can describe the world, let Kimi build the first 90%, and spend your time making the final 10% actually look good. that’s what makes Kimi K3 + Blender MCP so interesting. it’s getting dangerously close to text-to-3D, except the result is a real Blender project you can keep editing.show more

MIKE
10,375 görüntüleme • 1 ay önce
HUGE UPCOMING UPDATE FOR OUR 3D CUSTOMIZABLE! ✨🩷This will... be out very soon! (I had a lot of computer problems, so sorry!!) The upcoming update will include: - A chibi toggle (+ other body types too!) - Presets for outfits, hair styles, and body toggles! - Many bug fixes! -^u^- - Descriptions for every customization slider + helpful tips - A much cleaner + easier to navigate UI! - MMD shape keys + vowels for audio tracking - New expressions (>_<, dot eyes, and bleps!) - FPS improvements and optimizations for quicker scene saving - Auto saves - Gradients now work better + the direction can be changed! - An integrated tutorial for users that are new to Warudo + a guide on how to customize the modelshow more

Pastell & Palette🤍 3D Customizable Model!
26,337 görüntüleme • 20 gün önce
Tested Claude + Blender today with two real workflows.... Sharing what actually happened. First one was a simple demo. Gave it one sentence to build a cyberpunk room. Geometry, lighting, camera, render. It got there, though not everything in the prompt landed perfectly. Good enough to show the concept, not a stress test. Second one was more interesting. Threw a raw photogrammetry scan at it. Massey Ferguson tractor, 250k faces, grass background everywhere, debris floating all over the place. Asked Claude to clean it up autonomously. It did the work. Removed 106 floating chunks, cut face count by 87%, stripped the grass, flipped the model upright, set up studio lighting and rendered. Technically it worked. But honest answer: the result wasn't clean enough for production. This kind of cleanup still needs the right tools and someone who knows what they're doing. So here's where it actually fits. Not the precise technical stuff. The setup work. The repetitive stuff. The things that take forever if you don't already know Blender. It won't replace your 3D artist. It replaces the boring part before they start.show more

KIRI Engine - 3D Scanner App
61,212 görüntüleme • 4 ay önce
This is some quietly impressive work on making video... world models actually controllable in 4D space. VerseCrafter lets you take an input image, use something like Blender to animate the 3D camera path and object trajectories, then uses that to condition generation. Scribbling in 2D feels so crude in comparison. The authors represent everything in a shared 4D world state - static background as a point cloud, moving objects as 3D gaussian trajectories. The gaussians are an interesting choice because they capture position, shape, and orientation probabilistically rather than forcing rigid bounding boxes or category specific models like SMPL-X for human bodies. They bolt this onto frozen Wan2.1 with a lightweight adapter, so they get a strong video prior. They also built a pipeline to auto extract 4D annotations from real world videos to train this puppy. It doesn't look sexy yet, but IMO this is the interface video world models need - actual 3D authoring tools to exert control rather than crude scribbles and prompt incantations.show more

Bilawal Sidhu
26,017 görüntüleme • 7 ay önce
World modeling and imitation learning have largely been considered... two disparate worlds. In our recent work, Unified World Models, just accepted to #RSS2025, Chuning Zhu provides a dead-simple unifying solution: just train a joint diffusion model over actions and future states, but with *decoupled* diffusion time steps across these modalities. Manipulating these decoupled time steps then allows for marginalization or conditioning on actions or states; a single model can serve as a policy, forward dynamics model, video prediction model, or inverse dynamics model by simply setting diffusion timesteps carefully. The resulting model can leverage video datasets along with robot training data much more effectively, and shows improved robustness, generalization, and flexibility. This is exciting because it is frustratingly simple, scalable, and shows strong improvement on real-world robotics problems. Please refer to Chuning Zhu 's excellent thread for more details! More details/code can be found on our website and in the paper -show more

Abhishek Gupta
11,430 görüntüleme • 1 yıl önce
2023 was the year of AI avatars 2024 was... the year of AI photos 2025 was the year of AI videos And I think it's becoming clear now that 2026 will be the year of AI world models Fully interactive explorable 3d worlds generated from one or multiple 2d images or a prompt In turn these 2d images can then be generated by AI too So soon you can generate fully explorable virtual 3d worlds based on your own imagination Next will be figuring out how to make those worlds interactive This is World Labs (unaffiliated, but I like it) As always a lot of big AI model companies are now working on the same thing: 3d world models, only World Labs has a real properly working demo (for now) Very exciting time again!show more

@levelsio
584,511 görüntüleme • 11 ay önce
NEED SUGGESTIONS for community, do drop in your suggestions😊... We are trying to improve the readability of articles. At present most of the blog DSA sites have lengthy articles which you read via scrolling. It looks daunting when you start with it. At TakeUforward, we are trying to change this, and help out users with an easier way to navigate and read. We want the logic to be something as you can see in the video.. the design is just a rough one, and is no where close to what we want it to be. The typical article will have problem statement, examples, followed by this sticky bar, which helps us to navigate, and ease out reading.. You can feel free to suggest more changes we can do, or some design recommendations. We can hire someone for this, but I will prefer recommendations from people who use it rather than someone who does not. RT for good Karma ♥️show more

Striver | Building takeUforward
13,937 görüntüleme • 3 yıl önce
We are sharing a major update to our General... World Models efforts. GWM Worlds 2 can generate full, interactive, real-time video simulations in one continuous 720p stream at 24 fps and audio at 48000 Hz, responding to your inputs as you explore. It is the first world model that generalizes to arbitrary actions rather than a fixed set of actions or just navigation. Dynamic actions are what actually matter for building gaming and interactive experiences, and for training agents in these simulations. We also introduced WorldPrompt, a way to tell GWM-2 that a world can be split into two kinds of state: what persists and what changes over time. For example: persistent gravity, physics, and light, alongside actions that describe movement, gestures, object interactions, speech, and sound.show more

Cristóbal Valenzuela
248,264 görüntüleme • 9 gün önce
Dynamic workflows are a generalization of harnesses, automations, loops,... routing, and graphs. It's the most powerful feature I have built into my agent orchestrator. Supports all kinds of patterns that leverage different agent backends (claude, codex, pi, hermes,...). It's a meta-harness approach that unlocks new forms of test-time compute. Example of use cases it supports: > LLM councils to get different perspectives from LLMs or plan more intensively > Dynamically routing tasks to different agents based on needs (e.g., cost efficiency and optimal intelligence) > Advisor/Judge + executor workflows and pretty much any complex graph-based pattern required by the task. I find it especially useful for long-running work and code reviewing. > Agent teams that talk to each other if needed for the task. I like to use this for AI editing, artifact creation, and other creative tasks. And I am sure it supports so many things that I haven't discovered yet. I got inspired by the dynamic workflow feature released by the Claude Code team. I had actually built it earlier this year but wanted to generalize it across different agent backends. I think this is going to become more popular in the coming days. I will share more of my findings soon.show more

elvis
32,623 görüntüleme • 1 ay önce