Repetition in 3D


#1

Ever since the Copy & paste function was added as part of the interface of any 3D application we have had the ability to make hundreds upon hundreds of replicated objects with a click of a key. Looking at digital artworks today, it is hard NOT to find any particular piece of art which didn’t use the Duplicate command at least once in the process. Even though replication itself can be used as a form of unity in composition, the average artist most likely does not think about unity and how it plays a part in their final render. A large majority of Digital artists create what they believe to be the ideal image they seek. What looks good to them simply looks good and composition is sometimes an afterthought or never thought of in the first place.

The Big problem with repetition is that it often creates a feeling of artificial or computer generated and often becomes a downfall of realistic or hyper-real 3D imagery in my opinion. Even with no intensions of creating a realistic scene, duplicated objects present a problem in that they elimate believability. Because by nature, no two objects are perfect duplicates, always having at least a subtle difference between each other due to where they’ve been, what they have been used for, what they were made of, How they were made, ect…No two objects are exactly the same…except in the world of 3D.

The problem becomes most apparent in characters or multiple characters in a scene. Usually it is safe to assume that two identicle car models with a different paintjob are two different cars but with a character its a different story. If two or more characters appear to be duplicated, its usually very obvious and personally in my eyes its downright annoying as you think you are seeing twins. You and I have seen it hundreds and hundreds of time even falling victim to re-creating the very same thing ourselves. An Artist creates a scene where multiple characters battle to the death in a bloody game of lead. The Artist has just spent many days tweaking and finishing their first character model and decide on a moments notice that they will simply switch out the clothing/skin color/hair/props ect of the their first model and use altered versions for the other umpteen characters in the scene. Everyone who has built, fully rigged, and textured a character knows how much time it consumes and takes to produce a new character from nothing. Nobody normal wants to sit down at their desk and create the second character from complete scratch. With a simple Ctrl C, Ctrl V we have a duplication of the character we just spent 50+ hours on, why would anybody sane want to do it the unorthodox way? Its not pleasant nor is it practicle right?

So what is the most practicle way in going about creating multiple objects for 3D without giving it that sterile and obvious “I’m a big flippin Clone!” In my opinion it is paying attention to every detail. I myself wouldn’t be dedicated enough a person to create everything from sratch. Realistically I would probably duplicate too and try my best to alter it in a way that gave it individuality. Unless technology gets to the point where things really can be created with a click of a mouse, for now having a good eye is all I can depend on. Taking the same amount of heart and attention you put into the initial model you could probably get away with something people would not pick up on as being odd. I think with the ability to give every individual object in your scene that TLC it deserves, you can’t go wrong. Neglecting to do so or overlooking this aspect of creation is probably the easiest way to destroy an image quickly.

How do you see repetition in 3D? Is it a bad thing? Good because it saves time? Will future programming allow us to break free of limitations created by duplicating object now? Looking forward to your thoughts


#2

under the production schedual of it has to get done before a certain time, well, you try your best but without duplication it wouldnt be a feasible task, personal projects, thats a different story since your the boss/clientel. Not to mention new modeling tools make it possible to use an existing mesh and deform it so it doesnt look like a remote copy (I had to use this method a few times).


#3

I see repitition and self refrencing everywhere in nature. Modern technology is already at the point where we can harness the same repition and self refrencing patterns observed in nature. The book series “Virtual Lab” goes into this topic with great depth, with an emphasis on a CG implementation. Right now I am working through The Algorithmic Beauty of Plants , using Houdini apprentice. Fractal geometry and L-systems are incredibly powerful tools for the CG artist.


#4

Random rotations on dirt layers of textures. It will save your life.


#5

Yes, random rotation with objects in nature (rocks, dirt, trees plants), is the way to go.

For monster type models, I was planning to make a base model with a bunch of different accessory possibilities (swords, shields, helms, capes, etc that are interchangeable), and that would have done a decent job. You can never fully rid yourself of the “clones” unless you’ve got a big budget and time on your hands :slight_smile:

All depends on your project and time constraints really.


#6

If the effect is there, then having clones is alright.
I can’t imagine tweaking each soldier for a mass scene where there are thousands fighting, or each tree in a shot of a jungle.
However, maybe have 20 models, all slightly different from each other, and from there, duplicate out into a mass scene.


#7

Rotation is a wonderful thing. I can use the noise modifier to create a rock, and by rotating it multiple times, and in some cases retexturing, I can make that one rock do the duty of 6 or 8 or more.

I don’t find repetition of objects as disturbing as the repetition of textures. But if you’re creating say, a log cabin, it’s damned hard and time intesive to try to make a seperate texture for each log. It’s a problem I frequently fight with.

On the high end, when a studio does say, a crowd scene, the characters in that crowd may be limited to 3 or 4 basic faces and bodies, but most studios have in house scripts that ensure those models are textured and posed differently so they don’t LOOK like repetitions. But the studios have the knowledge base and money to be able to do that kind of scripting. Us normal folk just don’t have those kinds of resources.


#8

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.