|
| |||||||||||||||
|
|||||||||
![]() |
|||||||||
|
|
|||||||||
|
Since 3D work has taken the animation world by storm, 2D animation was thought to be a dying art. But you can't bury 75 years of incredible history. Neither can you deny that great things are being done in 3D as well. Since the inception of computerize art, 3D animation has grown into a whole industry. 3D animators can create 3D objects based on their measurements. This is closer to how an engineer or architect make their designs. In the 3D space within a software program, the 3D animator can arrange and create any object in the universe. However, this animator needs to have good layout and photography skills in order to compose 3D scenes the look right.
Clearly there is a huge future in 3D animation and it is here to stay. Major studios have been producing 3D animated features for some years now and there are a growing number of independent studios putting out quality work. Computer generated images are being used to tell stories to a growing number of audiences not only for fiction film-making but also everyday in music videos, commercials and industrial films.
Many people are huge fans of computer games with photo-realistic animation with high detail. One of the open challenges in computer 3D animation is a photo-realistic animation of humans, animals and fantasy characters. Although, 3D animation is almost universally accepted, there is some negative response by audiences viewing human, animal and object movement that is just too smooth and light. Especially for those who grew up on traditional hand drawn animation.
Computer 3D animation has two two categories, photo-realistic and non-photo-realistic. Photorealists is about achieving the most realistic looking images within a virtual environment while non-photo-realistic is an extension of traditional animation of cartoon characters. Both will continue to develop and improve in the coming future. There will be more and more blending of all of the categories with in the animation field. Maybe photo-realistic work is better suited for architecture, modeling and design whereas non-photo-realistic is more appropriate for animation work for the moment. As these 3D programs improve and achieve better and better results, the categories will begin to blur even further, However, there will always be the choice of the artist to choose the best tool for their project. The questions will always be the same? Am I trying to tell a realistic story or is this fantasy? Should I go along the X, Y or Z axis? |
|||||||||
![]() |
|||||||||
|
|