7 hours ago, tigral said:
you say you should not do drawings in 3d and the spark of life
paintings and drawings dont move but you can look at them and not a have problem with them because there done by hand. you can not fake the human effort that is put into it. thats what the viewer connects with
I said the spark like effect in hand drawn animation causes sickness if emulated on a 3D model. 3D models also look weird when they suddenly stop moving. Think of a realistic human face that is jittering the whole time, looking at it causes discomfort.
This is because of the uncanny valley effect. The more realistic something looks the more realistic it has to act. Think of a stick-man drawing vs a cartoon drawing.A stick man it only needs to move for it's animation, a cartoon drawing needs to "act" out it's actions to look believable.
Your 3D drawing there is still clearly a drawing to anyone who looks at it, so you have no fear of invoking the uncanny valley effect.
7 hours ago, tigral said:
drawings in 3d. thats been done more than once. I did a quick one after reading this
Yes, never said it hasn't. Just that using the normal curve to 3D has limits that prevented me from calling the result a 3D model. My code turns the drawing into what can technically be considered a 3D model instead of a 3D drawing.
Here is a image of how it works.
A 3D model is a object made from from 3D objects, your 3D character above is made from the empty space in-between the 3D model and as such isn't technically a 3D model.
7 hours ago, tigral said:
you dont do 2d animation but you try to argue 2d and 3d animation are the same.
No I am not a professional 2D animator, however I never said I don't do 2D animation
I learned 2D long before I went to study 3D animation, I believe no one should try to run before they learn to walk. I never said 2D animation is the same as 3D, I said 3D is derived from 2D.
3D animation is 2D animation with a extra dimension added onto it. That is why animators aren't called 3D animators, because you will never find a 3D animation artist that can't also do motion graphics and 2D hand animation. One of the requirements of becoming a 3D animator is learning 2D animation; you don't have to master it however you do need to learn it.
You said I had to remodel it, if you made clear that I could have done a hand animation I would have informed you that a 3min walking animation isn't enough work for me to get bored with it.
7 hours ago, tigral said:
dont know how much experience you have with nurbs and patches. but you know there not sculpting. you should get experience with the subject before you speak about it
I am a 3D artist, I long ago learned everything about 3D modeling history looking for some kind of technique that others could have missed.
7 hours ago, tigral said:
when 3d came into existance there was only polygon modeling nurbs were created right after polygon specifically to address the limitations of polygon modeling...
You said spline modeling was sculpting, even when it wasn't. You also said splines where used to generate meshes at real-time even when it wasn't. Now your saying that nurbs where created before sculpting when it wasn't and that retopology was made for nurbs even when it wasn't and even when nurbs never need retopology because they where made to adapt.
First there was solid state modeling -> first sculpting tools -> then Catmull Clark introduced subdivision modeling(1978-1979) -> First subD sculpting tools and first retopology tools -> Nurbs (1989 - 1990) -> lazer scanners go commercial -> 3D additive sculpting.
3D models from photos is still not at the point where it's commercial yet, although there are artist using it to great effect so it's clearly the next step.
Nurbs is based on the B-Spline idea of Catmull, NURBS = Non-uniform rational B-spline. Sculpting as most people know it became popular with Catmall's sub-D, years before NURBS.
Nurbs was invented for free form curves and as a solution to the retopology problem. You see nurbs start high poly but can be set lower poly without loosing quality, because the path acts like a frame; it's the subD idea just inverted.
The above image shows the same NURBS curve at low and high resolution. That is why NURBS are still used in some Car games, you only need to model a car once and you can get a retopology and LODs from the same model by just setting the two resolutions lower. SubD only allows the setting of one resolution, so it's hard to get near the poly count you want.(SubD = 1->4->8->16->32... NURBS -> 1->2->4->6->8->12->16->28->32...)
About Retopology: It's easy to mistake retopology as only a way of reducing poly count, it's more than that. It's a way to construct the topology into a usable format. Retopology of a model results in a model that is easier to animate, easier to texture and is easier to render.
7 hours ago, tigral said:
since all your doing is drawing splines its fast.
No, it's slow. That is why people complain about Blender's retopology, it's as slow to draw topology as it is to model it; I know I have timed myself doing it. Compared to modern retopology tools like Zbrush has that is just one click, drawing and modeling takes ages.
About Sculpting: 3D sculpting has been around for almost as long as 3D modeling, in the start it only allowed you to move polygons around like this:
The results where a easy way to shape a model, the above model is the same sphere in a new shape, yet no way to add details. Sub-D improved 3D modeling yet even at that stage it still wasn't very useful yet. Zbrush and it's way to increase poly count by reconstructing models is what made sculpting useful. Zbrushes DynaMesh is what allowed more modern sculpting tools to even outgrow the old modeling tools. (By the way this took 40min to do, I am counting it as my 3D modeling exercise for today.)
7 hours ago, tigral said:
there was still another use for the high poly model. render the high poly model out then paint it onto the low poly version. if you ever wondered how games before normal mapping were able to get the low poly models to look good. that is how
They didn't paint it, they baked it. Just like you bake your normal map, gloss map, metal map and any other map. Getting the details of high quality models onto low is how baking was invented and Normal where done first long before color or any other info. It was with perpixel shaders that allowed normal maps instead of baking the normals into the lower poly mesh.
7 hours ago, tigral said:
and there was one other use for the high poly model use it for animation in rendered cutscenes...
Tekken is known for doing this, the bad results they get by cutting corners makes them a laughing stock in the 3D communities. Most games have separate studios for cinematic cut scenes. In game cut scenes uses a 3D model that is just a higher poly than the normal ones, they are made the same way as the rest of the game models. I would know making these models for cut scenes was my previous job, did I mention I am a 3D modeler?
7 hours ago, tigral said:
not some of the time, every time I show someone. that has only used sculpting progams. nurbs or patches. there response is always ooh thats sculpting.
Hit them with a hammer when they do so. NURBS modeling is NURBS modeling it's a field on it's own and a requirement by some car game developers if you want to work as a 3D artist for them.
7 hours ago, tigral said:
the result from drawing something over and over will always be better than a single model that is animated
After I finish this 3min walk I will compare it to a fully modeled character with a walking animation I will make using all my tools to see if this is true; I don't think it is.