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PT 2 - THE GREAT 3D FRAGMENTATION: Why we need a "ComfyUI for 3D" & why your render farm isn't obsolete

  • Writer: candyandgrim
    candyandgrim
  • Nov 18, 2025
  • 14 min read

Updated: Dec 5, 2025

In Part 1, I broke down which platforms are winning (and losing) the 3D AI race. Spoiler: nobody's really winning because the entire approach is broken.

Today, let's talk about the elephant in the render farm that nobody wants to address:

Your £30K hardware investment is gathering dust while you pay monthly fees to upload your work to someone else's cloud.

And the software giants? They're either asleep at the wheel or actively making it worse.

Let's fix this.

THE 2012 WARNING WE ALL IGNORED

Mixamo launched in 2012.

Auto-rigging that actually worked. Revolutionary. Adobe acquired it in 2015 for the tech and talent.

Fast forward to 2025 - 13 years later:


  • Auto-rigging still isn't standard in Maya, Blender, C4D, or Max

  • Mixamo remains a separate cloud service

  • Limited to humanoid characters

  • Left to stagnate while Adobe focused elsewhere


This wasn't a technical failure. It was a business decision.

Why integrate something into Maya when you can charge separately for it? Why disrupt your own subscription model? Why risk cannibalizing existing workflows?

And now it's happening again. With AI. Everywhere.

YOUR CURRENT "AI WORKFLOW" IS A NIGHTMARE

Let me paint you a picture of 2025 reality:

Monday Morning: Client needs a 3D product visualization with custom character animation.

Your workflow:


  1. Hitem3D or Meshy AI - Generate base 3D model from reference images Hitem3D just dropped (surprisingly good) - supports multiple image views for more accurate modeling/texturing Meshy has been around longer but single-view limitations Spline.design is 10x faster but lower poly with more hallucinations Export → Download → Import


BUT WAIT - Can you even use these commercially?

If you're training them from your own drawings, photos, or renders - is that IP-safe? Nobody knows.


  • Terms of Service are vague

  • Training data provenance unclear

  • Commercial usage rights are ambiguous

  • Client legal teams will ask questions you can't answer


This is the hidden landmine in the workflow.


  1. Your DCC (Blender/Maya/C4D) - Clean up topology, UV unwrap Save → Export

  2. Substance 3D Painter - AI-assisted texturing Upload model → Generate → Download → Re-import

  3. Magos Studio - AI rigging and weight painting Upload → Process → Download → Import

  4. Mixamo - Auto-rig backup if Magos fails to deliver Upload → Auto-rig → Download → Retarget

  5. Your DCC - Animation adjustments, scene setup Export for rendering

  6. Cloud Render Farm - Because your local RTX 4090 farm "isn't compatible" Upload 50GB scene → Wait → Download

  7. Runway/Krea - AI post-processing and effects Upload rendered frames → Process → Download

  8. After Effects - Final composite Import everything, hope nothing broke


Result:


  • 9 different subscriptions (£150+/month)

  • 15+ hours of upload/download time

  • File format conversions at every step

  • Quality degradation from compression

  • IP exposure risk (your client's confidential product on 6 different clouds)

  • Your £30K render farm collecting dust


But wait, there's more pain:

You also need to LEARN all of these platforms:


  • Different interfaces for each tool

  • Different workflows, different logic

  • Constant updates breaking your pipeline

  • No time to master any single one

  • Just enough knowledge to be dangerous

  • Context-switching cognitive load

  • Tutorial fatigue

  • Burnout


You're not a 3D artist anymore. You're a subscription juggler with decision fatigue.

This is insane.

THE HARDWARE INVESTMENT TRAGEDY

Let's talk about what nobody else will:

WHAT YOU BUILT:

Over 5-30 years, you invested:


  • £5K-£50K in render machines (RTX 4090s, 3090s, Threadrippers)

  • Optimized local workflows (render scripts, watch folders, automation)

  • Network storage (NAS, fast drives)

  • Backup systems

  • Zero monthly costs after initial investment

  • Complete IP control

  • No upload/download bottlenecks

  • Instant iteration


WHAT AI COMPANIES FORCE YOU TO DO:

 Upload everything to their cloud 

 Pay per generation (£10-£50/month per service) 

 Wait in queues (free tier = 20min waits) 

 Risk IP exposure (your files on their servers) 

 Limited control (black box processing) 

 Abandon your hardware investment 

 Depend on internet speed

Your render farm sits idle. Their servers make money. You pay twice.

This isn't innovation. It's a business model shift masquerading as progress.

WHY DOESN'T A PROPER SOLUTION EXIST?

Four groups are failing us:

1. AI STARTUPS

What they're building: Cloud-only point solutions 

Why: Quick to market, subscription revenue, venture capital loves SaaS 

Problem: No understanding of professional 3D pipelines 

Example: Meshy, Luma, Kaedim - all cloud-only, none integrate with DCCs

The Hero Exception: ComfyUI

ComfyUI deserves special recognition - it's open-source, runs locally, node-based, and actually respects your hardware investment. It's the model everyone else should follow.

But here's the problem:

ComfyUI is built for developers, not creative users.


  • Installation: Command line, Python dependencies, manual setup

  • Documentation: Technical, assumes coding knowledge

  • No GUI installer, no hand-holding

  • Steep learning curve for non-technical artists

  • Updates can break workflows


If ComfyUI made onboarding automated and user-friendly, they'd capture the mass market overnight.

Imagine:


  • One-click installer (like Blender)

  • Visual onboarding tutorial

  • Preset workflows for common tasks

  • Auto-detection of your hardware

  • "Creative mode" vs. "Developer mode"


Huge market being missed here. The technical artists love it. The average motion designer bounces off it.

Someone needs to build "ComfyUI Studio" - same power, friendly wrapper.

2. TRADITIONAL 3D SOFTWARE COMPANIES

Who: Autodesk (Maya/Max), Maxon (C4D), SideFX (Houdini) 

What they're doing: Bolt-on plugins, cautious AI experimentation 

Why: Protecting existing subscription revenue, risk-averse corporate culture 

Problem: Too slow, treating AI as a feature not a paradigm shift 

Example: Maya's MLDeformer - nice, but three years too late and half-baked

3. TECH GIANTS

Who: Adobe, NVIDIA, Autodesk 

What they're building: Walled gardens 

Why: Lock-in strategy, control the ecosystem 

Problem: Fragmentation, not interoperability 

Example: Adobe bought Substance in 2019 - still not integrated into Creative Cloud properly

The Adobe Paradox:

To Adobe's credit, they ARE letting others play in their garden. They have partnerships and integrations:


  • Photoshop → Generative Fill (Adobe Firefly)

  • Illustrator → AI tools

  • After Effects → Third-party plugin ecosystem

  • Substance → Some DCC integrations


And to their further credit, Adobe has opened Firefly to third-party AI models:


  • Pika (Nana Banana)

  • Runway

  • Google Veo

  • Others joining the platform


This sounds great, right? Aggregated AI in one place?

But here's the problem:

These integrations are stripped-down versions of the original platforms:


  • Missing tools and features from the native apps

  • Limited functionality compared to standalone versions

  • No access to premium features (like Runway's advanced tools)

  • No access to unlimited credit subscriptions (you're on Adobe's credit system)

  • Forced into Adobe's usage limits and pricing


Example:


  • Runway standalone: Full app suite, unlimited plan available, all features, direct control

  • Runway in Firefly: Basic generation only, Adobe credits, limited features, no app ecosystem


So Adobe's "openness" is really:


  • Integrating competitors, but neutering them

  • Offering choice, but controlled choice

  • Letting others in, but on Adobe's terms only


You get convenience (one platform) but lose capability (feature restrictions).

It's aggregation theatre, not true interoperability.

But here's the catch nobody's saying:

These integrations are NOT COMMERCIALLY SAFE to use for many professional contexts. Which was pointed out again and again at Adobe MAX 2025. 

Why?


  • Licensing ambiguity: Who owns AI-generated content? Unclear.

  • Training data concerns: Was copyrighted material used? Adobe won't say.

  • Client contracts: Many agencies/studios prohibit AI tools with unclear provenance

  • Commercial liability: If your client gets sued, are you covered?

  • Terms of Service changes: Today's "allowed" might be tomorrow's violation


So Adobe's "openness" comes with invisible chains:

You CAN use the tools... but maybe not for that Coca-Cola campaign. Or that Netflix show. Or any project where the client's legal team asks questions.

This is "integration theatre" not real interoperability.

What we need: Clear, simple, commercially-safe terms. Open standards. No legal landmines.

What we get: "Use at your own risk" and 50-page TOSs that change quarterly.

4. OPEN SOURCE

Who: Blender Foundation 

What they're doing: Community-driven AI plugins 

Why: Democratic, open, but no centralized vision 

Problem: Fragmented, inconsistent quality, no official roadmap 

Example: 50+ AI plugins, varying quality, no unified workflow

Result: Nobody's building what we actually need.

WHAT WE ACTUALLY NEED: THE "COMFYUI FOR 3D"

If you've used ComfyUI for image generation, you know the power of node-based AI workflows:

✅ Chain operations (generate → refine → upscale → style transfer) 

✅ Custom pipelines for your exact needs 

✅ Mix multiple AI models 

✅ Run locally OR in cloud (your choice) 

✅ Open architecture (add new models as they release) 

✅ Full control at every node

Now imagine that for 3D:

THE IDEAL PLATFORM WOULD HAVE:

1. HYBRID ARCHITECTURE


  • Run on YOUR hardware (RTX 3090/4090, Threadripper, whatever you have)

  • Option to burst to cloud for heavy tasks only

  • Keep IP local, process local

  • No forced cloud dependency


2. NODE-BASED WORKFLOW

[Text Prompt] → [3D Generation] → [Topology Cleanup] → [UV Unwrap] → [AI Texturing]
      ↓
[Custom Style Model] → [Rigging] → [Weight Painting] → [Animation] → [Lighting]
      ↓
[Local/Cloud Render] → [AI Denoising] → [Post Effects] → [Output]

Each node:


  • Uses AI when beneficial

  • Allows manual override/refinement

  • Exposes parameters traditional artists understand

  • Can run locally or in cloud


3. OPEN STANDARDS


  • USD (Universal Scene Description) native

  • glTF for web/real-time

  • FBX/Alembic for legacy compatibility

  • Open model format (ONNX, etc.)

  • No proprietary lock-in


4. INTEGRATION, NOT ISOLATION


  • Plugins for Maya, Blender, C4D, Houdini, Max

  • Two-way sync (edit in DCC, refine in AI platform)

  • Not a separate app you export to

  • Embedded in your existing workflow


5. HARDWARE ACCELERATION


  • Leverage local GPUs (NVIDIA, AMD, Apple Silicon)

  • Distribute across local render farm

  • Optional cloud burst for heavy operations

  • Efficient resource usage


6. ARTIST-CONTROLLED AI


  • Train custom models on your style (30-100 reference images for consistency)

  • Most customizable image trainers are limited to 5-10 images (insufficient for consistency)

  • Save and reuse pipelines

  • Share workflows (but not proprietary models)

  • Version control for pipelines


WHY THIS MATTERS MORE THAN YOU THINK

This isn't just about convenience. It's about survival.


THE ECONOMICS:

Current Fragmented Approach:


  • 9 subscriptions: £150/month = £1,800/year

  • Cloud rendering: £200/month = £2,400/year

  • Upload/download time: 15hrs/month = 180hrs/year @ £50/hr = £9,000 lost

  • Total cost: £13,200/year + your unused hardware


Integrated Local Approach:


  • 1 platform: £50-100/month = £600-900/year

  • Local rendering: £0 (your existing hardware)

  • Time saved: 180hrs/year = £9,000 gained

  • Total savings: £12,600/year


But the real cost isn't money - it's competitive disadvantage.

You're competing against:


  • Studios that built custom pipelines (bigger budgets, technical teams)

  • Solo artists using cheaper fragmented tools (race to bottom pricing)

  • AI-native shops that never learned traditional 3D (faster, cheaper, lower quality)


You're stuck in the middle: Too expensive to compete on price, too slow to compete on speed, too fragmented to compete on quality.


THE INTEROPERABILITY CRISIS

Here's what actually matters in 2025-2027:


FORGET "WHICH SOFTWARE WINS"

The question isn't "Should I learn Blender or Maya?"

It's: "Can my workflow adapt when the next AI breakthrough drops?"


THE REAL WINNERS:

1. USD (UNIVERSAL SCENE DESCRIPTION)


  • Open standard from Pixar

  • Supported by: Maya, Blender, Houdini, Unreal, Omniverse, C4D

  • Collaborative, non-destructive, scalable

  • This is the HTML of 3D


2. glTF (GL TRANSMISSION FORMAT)


  • Open standard from Khronos Group

  • Optimized for real-time and web

  • Supported everywhere (Three.js, Babylon.js, Unity, Unreal)

  • This is the JPEG of 3D


3. OPEN AI MODEL FORMATS


  • ONNX for model portability

  • Hugging Face for model sharing

  • Open weights (when possible)

  • This is the MP3 of AI


WHY THIS MATTERS:

Platforms come and go. Standards endure.

Maya was king for 20 years. Now Blender's rising. 

After Effects dominated motion graphics. Now Unreal's encroaching. 

Photoshop owned imaging. Now AI tools fragment the market—and Canva democratized design while Affinity offered an escape from subscriptions.

But JPEG, PNG, MP4? Still here.

Learn the standards. Build workflows that transcend specific tools.


REAL-WORLD SOLUTIONS (THAT EXIST TODAY)

While we wait for the "perfect platform," here's what you can actually build:


SOLUTION 1: THE BLENDER + COMFYUI BRIDGE

What it is: Use Blender for 3D, ComfyUI for AI, bridge them with Python scripts

How it works:


  1. Model in Blender (or Spline.design for web-based 3D modeling) Note: C4D Lite (bundled with After Effects) has export limitations - can't export many formats Spline.design is browser-based, exports glTF/FBX, great for quick 3D work

  2. Export render (or depth maps, normals, etc.)

  3. ComfyUI processes with AI (style transfer, upscaling, effects)

  4. Import back to Blender as image planes or textures

  5. Automate with Python watch folders


Pros:


  • Blender is free/open source

  • ComfyUI is free/open source

  • Spline.design has free tier

  • Full local control

  • Highly customizable

  • Strong communities


Cons:


  • Requires scripting knowledge

  • Manual bridge setup

  • Not seamless (yet)

  • C4D Lite users need full C4D or alternative 3D tool


SOLUTION 2: THE OMNIVERSE BET

What it is: NVIDIA's USD-based collaborative platform with AI built-in

How it works:


  1. Connect your DCC (Maya/Blender/Max/C4D) to Omniverse

  2. Work in USD format natively

  3. Use Omniverse AI tools (physics sim, rendering, etc.)

  4. Leverage local RTX GPUs

  5. Collaborate with others in real-time


Pros:


  • AI-first architecture

  • Built for the future

  • Local GPU acceleration

  • Collaborative workflows


Cons:


  • Requires NVIDIA hardware

  • Still maturing (documentation, stability)

  • Steeper learning curve

  • Not fully there yet (2-3 years out)


SOLUTION 3: THE CUSTOM PYTHON PIPELINE

What it is: Build your own workflow automation

How it works:


  1. Use Replicate, Hugging Face, or other API services

  2. Write Python scripts to chain operations

  3. Integrate with your DCC via plugins/scripts

  4. Run on your local hardware where possible

  5. Use cloud APIs only when necessary


Pros:


  • Complete control

  • Adapt as new tools emerge

  • Leverage existing hardware

  • Custom to your exact needs


Cons:


  • Requires coding skills (or AI coding assistance)

  • Maintenance burden

  • Not beginner-friendly

  • Time investment upfront


SOLUTION 4: THE HYBRID STUDIO APPROACH

What it is: Strategic use of multiple tools, local hardware prioritized

How it works:


  1. Primary DCC: Blender/Maya/C4D (local)

  2. AI generation: Local Stable Diffusion models when possible

  3. Cloud services: Only for specialized tasks (Meshy, Magos, etc.)

  4. Rendering: Local farm first, cloud burst for deadlines

  5. Post: After Effects + local AI plugins


Pros:


  • Pragmatic, works today

  • Balances cost and capability

  • Leverages existing investment

  • Flexible, adaptable


Cons:


  • Still fragmented

  • Multiple subscriptions

  • Some upload/download still needed

  • Manual integration work


THE PLATFORMS THAT COULD DO THIS (BUT WON'T)


BLENDER FOUNDATION

Could they? Yes - open source, community-driven, innovative 

Will they? Maybe - through community plugins, not official strategy 

Timeline: 2-5 years (grassroots growth)


NVIDIA

Could they? Yes - Omniverse architecture is already there 

Will they? Possibly - but focused on enterprise, not solo artists 

Timeline: 2-3 years (if they pivot to broader market)


AUTODESK

Could they? Yes - resources, market position, Maya/Max dominance 

Will they? Unlikely - protecting subscription revenue, risk-averse 

Timeline: 5+ years (after competitors force their hand)


MAXON/ADOBE

Could they? Yes - but there's a problem with the family structure 

The reality: Adobe owns Substance, not Maxon. Maxon has a partnership/integration with Substance. 

Will they? Unlikely - and here's why it's messy:

The separated parents problem:

Adobe bought Substance in 2019. Maxon partners with Adobe for Substance integration.

It would make sense if:


  • Adobe fully integrated Substance into Creative Cloud (one family, one house), OR

  • Maxon owned Substance outright (different family, clear ownership)


What we have instead:


  • Substance feels like a child with separated parents

  • Adobe owns it but doesn't bring it home (still separate subscription)

  • Maxon integrates it but doesn't control it (dependent on Adobe's decisions)

  • C4D users pay Maxon + Adobe separately

  • No one takes full responsibility for deep integration


The result:


  • 6 years post-acquisition, Substance is still orphaned in the Adobe ecosystem

  • Integration with C4D is surface-level ("we play nice" not "we're family")

  • Users bear the burden of managing multiple relationships

  • Neither company is incentivized to fix it


THE BETTER PATH: DITCH SUBSTANCE, REINVENT BODYPAINT

Here's what Maxon SHOULD do - and it's staring them in the face:

Kick the Adobe Substance dependency. Build BodyPaint 3D 2.0 as an AI hotrod.

Remember BodyPaint 3D?


  • Maxon's own 3D painting tool (built directly into C4D)

  • Was THE industry leader before Substance existed

  • Direct painting on 3D models, integrated workflow

  • No export/import, no separate app, just worked


What happened?


  • Substance Painter arrived with modern PBR workflow (2014)

  • BodyPaint stagnated while Maxon watched

  • Instead of competing, Maxon partnered with Adobe

  • BodyPaint became a forgotten relic in the C4D menus


What BodyPaint 3D 2.0 Could Be:

An AI-powered texturing beast, built for 2025:

 AI-Assisted Texturing


  • Text-to-texture generation (prompt-based materials)

  • Image-to-PBR conversion (photo to full material in seconds)

  • Style transfer and smart fills

  • Local AI processing (use your RTX cards)


 Modern PBR Workflow


  • Real-time viewport preview

  • Industry-standard PBR channels

  • UDIM support, 8K textures

  • Match or exceed Substance feature parity


 Deep C4D Integration


  • Paint directly on your C4D models (no round-tripping)

  • Procedural texturing via Fields/MoGraph

  • Node-based material system integration

  • Live preview in Redshift/Octane


 AI Training on Your Style


  • Train custom texture models (30-100 reference images)

  • Reusable style libraries

  • Company/project-specific material databases

  • One-click style application


 No Subscription Dependency


  • Included in Maxon One (or C4D license)

  • No separate Adobe payment

  • No third-party dependencies

  • Maxon controls the roadmap


Why This Would Win:

🎯 For users:


  • One less subscription (save £240-£600/year)

  • Seamless workflow (no app switching)

  • AI-powered speed (faster than manual)

  • Maxon's legendary stability and support


🎯 For Maxon:


  • Differentiation from Blender (which lacks native painting)

  • Less dependency on Adobe partnership

  • Own the full pipeline (modeling → texturing → rendering)

  • Competitive advantage in AI era

  • Recurring value for Maxon One subscribers


🎯 For the industry:


  • One less fragmented workflow

  • Push Adobe to actually bundle Substance properly

  • Force innovation through competition


They Have Everything They Need:


  • ✅ The legacy codebase (BodyPaint exists)

  • ✅ The userbase (C4D artists desperate for this)

  • ✅ The integration architecture (direct C4D access)

  • ✅ The AI talent (they're hiring)

  • ✅ The motivation (Adobe owns their competitor)


Timeline:


  • Realistic: Never (Maxon plays defense, not offense)

  • If they had vision: 2-3 years to build BodyPaint AI

  • What users need: Yesterday


The Uncomfortable Truth:

Maxon is letting Adobe control a critical part of the C4D workflow. They're paying the "Adobe tax" and passing it to users.

But they don't have to.

They invented 3D painting. They can reinvent it.

BodyPaint 3D was ahead of its time. BodyPaint AI could lead the industry.

Will they do it? Probably not.

Should they? Absolutely.

Until then, C4D artists are stuck paying two companies for a workflow that should be one.


A STARTUP WE HAVEN'T HEARD OF YET

Could they? Maybe - fresh thinking, no legacy baggage 

Will they? Possibly - if properly funded and artist-led 

Timeline: 3-5 years (long road to maturity)


WHAT YOU SHOULD DO RIGHT NOW

SHORT TERM (Next 3 months):

1. Audit your current workflow:


  • List every tool you use

  • Calculate monthly costs (subscriptions + time)

  • Identify redundancies and pain points


2. Test local AI options:


  • Install Stable Diffusion locally (if you haven't)

  • Try ComfyUI for image workflows

  • Experiment with Blender AI plugins (Dream Textures, etc.)


3. Learn USD basics:


  • Export/import USD from your primary DCC

  • Understand USD workflow concepts

  • Prepare for interoperability future


4. Optimize your hardware:


  • Is your render farm actually being used?

  • Can you run AI models locally?

  • What's your GPU/CPU capability?


MEDIUM TERM (3-9 months):

1. Build a hybrid workflow:


  • Local processing where possible

  • Cloud only for specialized tasks

  • Document your pipeline (so you can adapt it)


2. Learn basic Python/scripting:


  • Automate repetitive tasks

  • Bridge tools together

  • Prepare for custom pipeline building


3. Network with other technical artists:


  • Join Blender/Maya/C4D Discord servers

  • Share workflows and learnings

  • Collaborate on solutions


4. Experiment with Omniverse:


  • If you have NVIDIA hardware, test it

  • Learn USD workflow

  • Evaluate if it fits your needs


LONG TERM (9-18 months):

1. Position yourself as "Pipeline Specialist":


  • You're not just a 3D artist - you're a workflow architect

  • Build case studies of efficiency gains

  • Charge premium rates for optimization expertise


2. Build your "personal platform":


  • Custom scripts, workflows, tools

  • Portable across DCCs and AI services

  • Your competitive advantage


3. Stay adaptable:


  • Don't over-invest in any single tool

  • Focus on transferable skills and standards

  • Prepare to pivot as the landscape shifts


THE UNCOMFORTABLE TRUTH

The platform we need won't exist for 2-3 years. Maybe longer.

But you can't wait 2-3 years to adapt.

So you have three choices:


OPTION 1: WAIT AND HOPE

Wait for Autodesk/Adobe/Maxon to figure it out. Risk: They might never, or too late, or wrong approach.


OPTION 2: BUILD IT YOURSELF

Learn Python, USD, AI tools, and custom pipelines. Risk: Time investment, maintenance burden, constantly changing tech.


OPTION 3: HYBRID PRAGMATISM

Use what exists today, optimize ruthlessly, stay flexible. Risk: Still fragmented, but you're adapting while others wait.

I'm choosing Option 3 while preparing for Option 2.

Because by the time Option 1 arrives (if it ever does), it'll be too late.


COMING IN PART 3: THE EXISTENTIAL QUESTION

We've talked about platforms (Part 1) and infrastructure (Part 2).

But there's one question we've been avoiding:

"I spent 10 years mastering Maya/Houdini/C4D. Was it all wasted?"

In Part 3, I'll tackle the hardest question:


  • What skills actually transfer when AI does the technical work?

  • Is there still a place for "technical 3D artists" or just "creative directors"?

  • The "film photographer" parallel - who adapts, who disappears?

  • Career paths for 3D artists in 2030

  • What schools should teach NOW (hint: not what they're teaching)


It's the uncomfortable conversation nobody wants to have. But we need to.


YOUR TURN

Questions for you:


  1. How much do you spend monthly on 3D/AI subscriptions?

  2. Is your render farm sitting idle while you use cloud services?

  3. Have you tried building any workflow automation?

  4. Which solution approach (1/2/3) are you taking?


Drop your honest take below.

The industry won't fix this from the top down. We have to build it from the bottom up.

NEXT: Part 3: What skills actually transfer when AI does the hard parts?

PREVIOUS: Part 1: The 3D AI Arms Race

 
 
 

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