Itchy render fingers
Join Date: Aug 2002
3d art theories are probably all based on planning, producing and managing functional image output in some way or another.
If someone told a 2 dimensional digital artist to “make” them a picture of water dropping on a leaf a traditional artist may proceed by sketching out a illustration of this concept. Then they use thier drawing app to add more details, tones to represent light, colors that represent iridescence and hues and shape variation, etc. They may use color palates, layers, compositing effects, custom bushes, etc. All they have to do is jump into the work tweaking their strokes in line with applying their trained art design ideals to complete a finished 2d image. Job done. If the image doesn't work from one angle of view, they will have to start over again drawing the water drop at another angle.
If you asked a 3d artist to “make” a picture of water dropping on a leaf, the 3d artist may proceed by drawing a sketch to plan this work out. But.. they are “more” likely to gather photographic image data on the subject or video references to prepare to perform this task. Then they may scribble out a story board or concept sketch or not.
They will plan out whether to use one kind of a modeling process like subD's or nurbs, deformers, particles, metaballs, fluid dynamics, ambient occlusion lighting, three point lighting, colored lights or radiosity, environmental maps or raytraced reflection for the water, HDRI. non linear or key framed animation, bones or object deformers, etc. Finally, they must decide what collected production workflow methods will produce the water drop image still or animation render the fastest. They will probably want to set this work up as an animation so that they can toggle through the frames to find the best final render shot point later. Ya know, if they want to play with the shot a bit and “scratch” it into a framed shot, not just render it out. They may tweak lights or animation with a script or code to refine that a bit.
Likely, they will tweak their final render frames in a 2d compositing/video app for more effects like, adjusting colors, adding some sounds of water dropping, add a title animation, credits, etc. The art just happens whether they will it or the software creates it. As you tweak out the dynamic effects, lighting, camera angles, compositing effects, etc. art happens, realtime, on the fly. I you like a render, you keep it. They could look a some painting or film dropping water effects like in “Hero” or what not. But chances are, they will own this moment by going with what they feel. Then they render out maybe 20 or so camera perspective looks of the water drop scene and let you pick your favorite shot.
To the 3d artist, art can be a little more hip hop DJ than Monet. They often work on the fly and are very aware of the creative power that 3d software hands them. The wise artist learn as much as possible about all forms of art from paint to film. Any shape or subject can be used whether old or original. They know how to manipulate realistic lighting, artistic or creative lighting, materials and texture channel, motions and colors at their whims. They may feel that comic books are real art and that it would be cool if they mixed in some Shakespeare or Picaso with those comic book concepts.
3d artist are very modern, microwave cooking, cellphone using, pc coding, Bruce Lee DVD collecting folks who know that computer science is cool and that it makes great sub surface scattering skin materials on hot 3d female characters.
3d art is very modern so it calls for modern thinking to use it to the full. But we can still learn from art in the past. But like Techno music and online computer chatting, there ain't no real drums and no one is actually talking face to face, but it's still music and its still conversation. 3D is "the" modern computer art.
I think that some people forget that 3d works like this most of the time. Sorry if I went a bit wild on this one. Hehehe.
But I really don't think that modern cg 3d artist have to validate their place in the art world by representing the best art concepts that traditional art has to offer all of the time. I do feel that learning anything artistic from painting, glass blowing, sculpture, acting, photography, cooking, writing, etc. will enrich creative people. But then creative people have to grow beyond this and explore many new options or invent them as they go along.
I can understand certain media industries holding on to the belief of relying on more traditional concepts of art. They don't want to appear too different to the masses and risk not selling to the masses. But a far as individual 3d artist/companies and their projects, they can go in any direction they choose as long as their audience accepts it. I think that majority of successful 3d art producers know this already.
I say this because reading books on classic art and studying art only help you to get some general working ideas of good art structure and practice in your mind. It won't help you master 3d art in order to produce a perfect render of those fine art ideas. You have to learn to operate logically based, not always artistic, technical 3d art software production systems to do this.
It's a fun long road to take for the love of 3d art with many benefits at the end. When you arrive there, show your love for good art and pump out great art. Your art will define what 3d art is.
Modeling 3d objects on a 3d Beryl desktop. It's the 21st century, forreal.
Last edited by JA-forreal : 04-11-2005 at 04:59 AM.