Originally Posted by Leigh
My brain hurts from setting up render passes all day and your post was just too long. I just can't quite figure out what your post has to do with art theory though.
.........To be honest, I am not really sure that I understand what your post was actually saying. We can sit around all day talking about "processes" and "workflows" and all that, but hey... at the end of the day, if you're not actually sitting behind the machine and creating something cool, then what's the point of all the verbal waffle? Over-analyzing and intellectualising the entire process from a technical standpoint just takes the fun out of it.
Struggling with its rough stages? ILM and other places have been producing photorealistic CG since the early 90's. As a professional visual effects artist, I certainly wouldn't describe my average work day as a struggle.
Just my 2c.
BTW welcome to Cali Liegh! How to you like it so far?
Anyway. I too am teched out. I hardly do much 3d modeling these days as most of my work has been literary and techie stuff. At least I can watch Farscape DVD's while I work. I'm working on my first official 3d tutorial in between stuff. It was hard to prepare it in a way that anybody with access to a pc, mac and a modem can understand. Hopefully folks will like it.
I've always had this love/hate realtionship with 3d probably because I expect it to do stuff when it's really not smart enough yet. That account for the code stuff. Evil words for artist to talk but it brings great things to life.
3d artist and gamers are into tech. They build it, mod it, talk about it, do it, you know. I've seen long drawn out post about actual information on one 3d technical process like setting up a render farm, etc. That stuff can be boring but it's useful. There is so much stuff in 3d that is useful and fun to do once you know how to do it. But to talk about it in detail it's boring. I've learned to read between the lines so I love that sort of stuff now.
"Ahhh, sweet the new Nvidia white papers! Let me get some milk and cookies." Hehehe. I'm not that far gone..yet.
I think I covered all the tech stuff so now I can only comment on injecting the art into the 3d machine.
I was thinking of myself and other one person setups who make ends meet with way less than the power of cg studio team efforts. I took the time to set up a sql server based intranet last year at my office to get my "team" in line with our goals. Thats as close as I can get to teamwork, hehe.
ILM, pure jedi mind tricks. Not really, hehe. they have skills.
Well some of the coders I've connected with say stuff like this about mentions of advanced render tech and what not from the big boys. I'm kind of inclined to wonder about that too as most stuff is scanline/hybrid raytraced rendered using secret, powerful shader tech and composited it taste. And lot's of mind tricks. A lot of coders are saying that rib export of scenes to enhanced renderman based tech will let us all in on this fun. I use little ole' Blender so....Hehehe. I know, anyone can edit s rib file to make use of the tech. If they are crazy enough to try. Hehehe. It's worth the effort.So they say..
Lunatique is wise, it's all way too complex. We need to rework the concepts of 3d to make it more artistic. UV mapping, just one artistic 3d concept that has nothing to do with real art. I think that it should be completely replaced with a more advance process and eliminated from the the 3d software workflow. I really loathed uv mapping until got into LSCM mapping. I still am not ready to marry uv mapping. It's fun but it still so freaky.
I wouldn't want anyone who visits CGtalk and come away from this thread thinking that using 3d is as simple as thinking like an artist and pressing button to render cool stuff. Fat chance of that now eh'?
Have fun folks.