Don’t get me wrong. I don’t mean to deride apps like Poser or Daz. In fact, for the first 3 or 4 versions, I was a Poser user. I mainly used it for pose references and previz, opting to hand model my characters instead. I have nothing against such apps. I agree. In capable hands, they can be powerful tools for artists looking to use them as a starting point.
That said, I often find myself browsing ArtStation and noticing some gorgeous work with a set of signature “tells”. Almost invariably, looking at the apps used, I see the Daz logo. Nothing wrong with that. The artists in question used these apps to excellent effect. I just think that artists have a signature style. Even when a supremely talented Poser/Daz artist heavily works over somebody else’s base, you can usually find hint and traces of what came before.
I don’t see these apps as cheats or lazy shortcuts. I’m pretty sure that there are plenty of “made with” pieces that I haven’t seen or noticed. You’re 100% right.
As a side musing, in trying so hard to delete that signature look, I wonder how much time is really saved when compared to just creating your own character; Modern block out techniques for poly modeling & sculpting have really streamlined the process.
I’m not sure if that’s a compliment or a dig.
Uhmmmm… okay. lol
In what way is it clear? Consumer expectations and developer over-promising are only driving up the demand for more content. Ideally, that would actually INCREASE the demand for more 3D artists. In truth, however, it probably just means that more bosses will work their employees into early graves. More hours. Same pay. One artist sometimes doing the job of three. ETC and so on. History kind of bears this out.
The NPC situation is actually not nearly as complicated as you’re making it out to be. Game artists and film studios like Pixar solved this problem decades ago.
Let’s take the case of Pixar. In 2005’s “The Incredibles,” they realized that there was going to be an inordinate number of non-speaking background characters and bit players. Crafting each one from scratch was surely possible, but not financially feasible or practical given time constraints. Their solution was simple: Universal Man/Woman.
They created these two simple, yet flexible base models in house. These were custom built models that fit the style of that world, but were topologically optimized to such a degree that they could repurpose it to create any one of a hundred new characters. Topped off with custom props, costumes, and wigs, they had a complete chorus of players that required the least possible effort to create. It was, effectively, kit-bashing on a character level. Honestly? How many of us repurpose old props and base models. That’s all this is. Model once. Repurpose forever-ish.
The BG/NPC problem was tackled even earlier than that. Go back to 1999 and “The Phantom Menace” from Lucasfilm. Take a look at that pod racing scene. Love that grand crowd in the stands? Bet they must’ve had a ton of extras. Wait. This is Lucasfilm. The MUST have created that crowd with CG and particle instancing or something, right? Nope on both counts. Their solution is so insanely simple and effective that it’s stupid for me to say. Lucasfilm’s art department actually used colored Q-tips. To make them look like a waving, cheering crowd, all they did was move them around with a hair dryer. Yep. It was that easy. Yet, from afar, you don’t notice.
Right here, in these two real world instances, there is proof that you don’t have to remove the humans from the equation. Complex problems often result in creative solutions.
Your claim that “natural selection” will drive down the number of 3D artists is just crazy and has no historical evidence to back it up. Like a few other people here, I’ve been doing CG for MANY years - some 32 in general and 28 in a professional capacity. I’ve seen the tools get more intuitive and artist friendly. I’ve seen tasks that would once take a week now take only hours. More than that, I’ve seen the desire for content increase and the number of artists employed increase accordingly.
You can have the smartest AI on the planet and you won’t eliminate people from the equation. That’s just silly. It’s like saying that, because we now have robots on assembly lines that human workers will no longer be needed. That hasn’t happened either. In some cases, humans are recast in other job roles. In other cases, we still require people to oversee, repair, and upgrade the machines.
These new tools and AI driven techniques ARE exciting. Let’s just not oversell or over-promise. They may well make our lives easier, but they won’t replace us. They can’t. I think that it’s also reasonable to at least suggest that, as with other game changers from the past, that these new tools will drive up the demand for content with greater scope. There are still going to be a lot of 3D (character) artists in the mix. Our roles will simply change or adapt to the moment. We’ll do less of “x” sort of task, but more of “y” instead.
I would also like to point out another real world example. When ZRemesher for ZBrush was introduced a lot of very enthusiastic (naive) artists proclaimed it the end of manual retopology. After all ZRmesher (and its cousin, QuadRemesher) produce excellent automatic topology. In many cases, it DOES replace the need for manual retopo. However, in as many cases, we still see artists resorting to hand retopo since they can get the flow that they want, at the poly counts they want, and with whatever side optimizations they can dream of. Something (semi-)automatic like ZRemesher was indeed a game changer when trying to make sense of these dense, poorly organized sculpts, but it didn’t end manual retopo. There will always be that one artist who wants it done a very specific manner - one which the programmers of the automated solutions had not intended.
Save this post. Seriously. Come back to it in 5 years and tell me just how accurate your crystal ball is. I suspect that you, and everybody else heralding our new machine overlords, will eat crow by the bucket load.