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[AI] Character Build with AI workflow

  • Writer: jaewon Rim
    jaewon Rim
  • Oct 8
  • 2 min read

About how to build character/asset build using AI


Initial Concept Build

you can use any ai website : nano banana, open art, artlist...etc

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2) Front view and Back view generate

Get proper T-A pose of front view first with open art

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After that Use nano banana to generate back view of it (gemini / nano banana)

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3)  AI mesh generate (comparison)

Hitem 3d : low free credit

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Meshy ai : non free

preview 6 generally show good result. but Output tends to be less 1:1 to image (generate mesh not based on image)

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Tencent Hunyuan 3d : free

Most accurate result among three ai mesh gen programs.


Other than these three. there is tripo that good to try


4) Optimization/ Assetize

Maya : bring highpoly and change pivot because default pivot is center pivot

And export //  UV and mesh is very messy. Need clean up

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Use retopologize option and set option for remesh

(you can use blender or houdini or zbrush)

usually for retopo, zbrush computation comes out the best

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Its not perfect but better than using raw mesh.

After retopo. Do re uv and export the mesh

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(OPTIONAL)

Houdini : bake raw texture into new UV

Source : highpoly

Target : lowpoly

then , we have new textures that fit into new mesh with new uv

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5) proper texturing

For Substance work, we have low and highpoly

Bake maps

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Take screenshot of front and back of ortho view in substance

And feed images into image to ai image to get interesting texture.

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And project front and back images on to the mesh. requires clean up process. but for dirty quick job this is good enough. After quick texturing and lookdev. Bring asset to UE.

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 6) Motion

[Mixamo] : free

Add mesh into mixamo set auto rig and export animation


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[Accurig] : not free

Able to get basic rig without motion for free

But not able to get motion with it

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