How devs can spot AI-generated 3D models
Game Developer
NOVEMBER 5, 2024
Baked-in lighting, mushy meshes, and high polygon counts are telltale signs of AI-generated work.
Game Developer
NOVEMBER 5, 2024
Baked-in lighting, mushy meshes, and high polygon counts are telltale signs of AI-generated work.
iXie gaming
MARCH 28, 2025
Why it matters: Efficient UV mapping and normal map baking allow high-detail textures to be applied to low-poly models, preserving visual fidelity without unnecessary computational overhead. High-poly models are first sculpted for maximum detail, then converted into low-poly versions for in-game use.
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Nvidia
OCTOBER 28, 2021
Because the lighting is baked in, it’s difficult to test out multiple lighting scenarios. Theia could have pre-baked all of the configurator customization options, but that would have resulted in thousands of configurations for custom models. So pre-baking all of those options would have been nearly impossible.
Mircosoft Game Dev
MAY 8, 2020
Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0
Nvidia
APRIL 14, 2021
RTX Technology Showcase project files are also available for further guidance and discovery of the benefits that ray tracing and AI brings to your projects. RTX Global Illumination provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. Branch (NvRTX).
Nvidia
MAY 26, 2021
This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures. This allows users to focus less on tedious tasks and more on creativity.
Raph Koster
JULY 3, 2024
(On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). Like UO, creature AI is driven by looking for these underlying qualities — not by referencing specific object types.
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