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I am the only one who notice the stagnation in 3d software development!

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pixelquaternion
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pixelquaternion polycounter lvl 6
Hi guy's

First let me introduce you to my background, i start in the wonderful 3D world under DOS 3ds max, yes DOS i know for many this seem like an alien concept but it was a pc primitive OS and 3ds max was running on it!
I saw the beginning of the video game industry and witness the ongoing development of all tech related to 3d software, video cards and complex math algorithm .
I have work for a few studio here in the video game capital of the world Montreal and then start teaching for 7 years in various college.
In the late 80's the tech was exploding everywhere a good example was Softimage  founded in 1986 by National Film Board of Canada   and not a single month or even week yield another 3d tool or tech advancement that revolutionize the way we work.

Then the late 90's came and everything start to crumble to a screeching halt except for some minor tools or feature, from now on nothing major or impressive is being develop in the 3d software and we are stuck with a ridiculous workflow that increase the risk of developing sever RSI.

Sculpting a model is already enough but no you have to retopologise it so you work twice on the same model, then you have to UV unwrap it, paint it, rig it and finally export it and for anyone who has been 17 years in the industry you understand what that mean!

If software development was like in the 80's we would probably have an auto retopo that need to manual work and ptex kind of tech would probably mean we don't need to do pesky UV work anymore. But no we are there working with very old tech with no hope that it will ever get any better.

I know that juggernaut like Autodesk didn't help the industry with buying the competitors but don't tell me they were the only brains capable of developing 3d software on the whole planet!

The amount of work is now insane and so many studio go belly up simply because they cannot afford the extra time required to finish project.

I know that scientists also made a study showing that we are getting dumber by the day and that in 500 years(I sincerely doubt we will last that long)the people who are going to be around will not have the necessary intelligence to understand the current tech.

This is my personal opinion and will probably be consider as a rant over the industry but i think many from my generation know very well what i am talking about here.

Excuse my horrendous English since it is not my native tongue.

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  • Alex_J
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    Alex_J grand marshal polycounter
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @BIGTIMEMASTER
    Read the third paragraph.  That's an example he points out.
  • danr
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    danr interpolator
    Your descriptions of the 80s and 90s are bizarre and can only lead me to think you are, somehow, mixing them up with different decades. 80s = 1980-89. 3D Studio came out in 1990 and 3ds Max v1 was 1996 . Normal map based workflow didn’t take hold until mid 2000s. I think you’re a decade out 
  • Alex_J
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    Alex_J grand marshal polycounter
    I read it all. I just don't see the point. 

    A caterpillar suddenly burst into a butterfly, but nobody gets upset when it doesn't continue bursting into more butterflies again and again. 

    A person decides to work out, get in shape. At first they make lots of gains. Eventually things taper out, and coming by gains takes more work, more time. 

    That's just the way things are. If OP had made some conclusion as to why they think things have stagnated, or any kind of point really, there'd something to discuss. 
  • pangaea
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    pangaea polycounter lvl 5
    Substance Designer is a really big step forward.

    I'm not sure it even the tech to be honest. You look at Vitaly Bulgarov works with zbrush, softimage and moi3d and it amazing. He also insanely fast. You would assume Vitaly is using some crazy tech, but he isn't.
  • Ruz
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    Ruz polycount lvl 666
    was there any noteable 3d software on the 80's ?. hmm i did n't start 3d stuff until about 1994 using 'imagine' for DOS

    'the only limit is your imagination'. man whoever thought that up wants shooting lol

    seems to me there are too many 3d programs about now, spoilt for choice really
  • pixelquaternion
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    • danr said:
      Your descriptions of the 80s and 90s are bizarre and can only lead me to think you are, somehow, mixing them up with different decades. 80s = 1980-89. 3D Studio came out in 1990 and 3ds Max v1 was 1996 . Normal map based workflow didn’t take hold until mid 2000s. I think you’re a decade out 
      I mean that the end of the 80's were the time period where all these new concepts were coming alive and that the end of the 90's were the time period when the decline start.

    • Softimage was founded in 1986 by National Film Board of Canada
    Maybe my bad English here sorry.
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    Ruz said:
    was there any noteable 3d software on the 80's ?. hmm i did n't start 3d stuff until about 1994 using 'imagine' for DOS

    'the only limit is your imagination'. man whoever thought that up wants shooting lol

    seems to me there are too many 3d programs about now, spoilt for choice really

    Softimage was founded in 1986 by National Film Board of Canada
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    I read it all. I just don't see the point. 

    A caterpillar suddenly burst into a butterfly, but nobody gets upset when it doesn't continue bursting into more butterflies again and again. 

    A person decides to work out, get in shape. At first they make lots of gains. Eventually things taper out, and coming by gains takes more work, more time. 

    That's just the way things are. If OP had made some conclusion as to why they think things have stagnated, or any kind of point really, there'd something to discuss.



  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    pangaea said:
    Substance Designer is a really big step forward.

    I'm not sure it even the tech to be honest. You look at Vitaly Bulgarov works with zbrush, softimage and moi3d and it amazing. He also insanely fast. You would assume Vitaly is using some crazy tech, but he isn't.

    I don't consider these tech to be as major compared to the kind of math brain you need to create an application like 3ds max,Softimage. Maya and Blender.

    I am also using them in my daily work.
  • ZacD
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    ZacD ngon master
    A lot of exciting things have happened with software, just not the main 3d packages. Substance Designer, Substance Painter, UE4, Unity, Marmoset, Houdini, photogrammetry in general, etc.
  • sacboi
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    sacboi high dynamic range

    ...and yet despite an all pervasive stagnated tech point of view premised here, audiences today are able to enjoy via their collective heart's content whatever CG entertainment preference be it interactive, Film/TV or other, whereby enabling a multi billion dollar industry globally employing thousands too further flourish year on year...

    During my lifetime gaming, I went from playing Pong (1977) to recently picking up a copy of CoD - WW2 at the local EB Games store the other day which I personally reckon is a stark illustration how far technology has progressed. Anyways aren't CG based software at days end only a collection of tools?! no different from a sable brush or graphite stick?!

    I mean this artistic medium in terms of longevity compared with a few others is still brand new.

  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    sacboi said:

    ...and yet despite an all pervasive stagnated tech point of view premised here, audiences today are able to enjoy via their collective heart's content whatever CG entertainment preference be it interactive, Film/TV or other, whereby enabling a multi billion dollar industry globally employing thousands too further flourish year on year...

    During my lifetime gaming, I went from playing Pong (1977) to recently picking up a copy of CoD - WW2 at the local EB Games store the other day which I personally reckon is a stark illustration how far technology has progressed. Anyways aren't CG based software at days end only a collection of tools?! no different from a sable brush or graphite stick?!

    I mean this artistic medium in terms of longevity compared with a few others is still brand new.

    Well if you look at the big picture and it's not me saying it but the zillions youtube channels all claiming with precise reviews and all sort of analysis that the movies and the gaming quality is now very close to garbage!
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    Did some quick research and guess what's the number one job employers can't seem to fill? If you answer software engineer you win the price!

    Now i am going to research how many students are getting in corresponding university department.

  • Eric Chadwick
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    What exactly are you smoking?
  • Ruz
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    Ruz polycount lvl 666
    softimage may have been founded then but not really widely used until the 90's I bet.

    As far as movies and game being 'very close to garbage' - bit insulting since most people here work in games or film.
  • oglu
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    oglu polycount lvl 666
    there is a lot cooking in the background... tech that needs more time than usual...

    USD adoption will take some time... http://graphics.pixar.com/usd/docs/index.html
    if done right the core of the DCC aps will suport it...
    the new renderman is based on USD.. no RIB files like in the past...
    USDZ will be the new streamable .fbx like file format...

    same for materialX... http://www.materialx.org/
    shaderX and lookdevX from autodesk is part of the materialX universe...
    http://www.materialx.org/assets/MaterialX Sig2017 BOF Slides.pdf
    https://github.com/autodesk-forks/MaterialX/blob/adsk_contrib/shaderx/documents/Specification/ShaderX.Draft.pdf

    or the new caching tech in maya...
    bifrost...
    near all render engines will have a GPU version next year...

    siggraph will reveal some of them.... they will have all presentations in two weeks...
  • oglu
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    oglu polycount lvl 666
    modeling and animating isnt the bottleneck if you area running a studio...
    its the mass of data to control and make impossible things working...
    if you ask a studio head they wont ask for better modeling or uv tools... 
  • thomasp
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    Ruz said:
    softimage may have been founded then but not really widely used until the 90's I bet.

    i think 3D simply wasn't widely used during that time. if you weren't able to spend six figures per workstation and software license, there was little point if you weren't in the chrome-sphere-over-checkerboard business.

    softimage, symbolics, wavefront and alias products were around - just not on machines most mortals were able to afford. there are some hilarious training videos on youtube from those days.

  • Toku
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    Toku polycounter lvl 6
    Yup there hasn't been much progress with the big packages for quite some time. It's feasible to create an application which would have all the functions of PS/Maya/Substance/Unreal which would make things a hell of a lot faster, also regarding retopo and unwrapping, you could probably train a learning machine to give decent results which would require minimal cleanup. It would be a monumental project though and all the good developers are spread out across multiple companies who are milking their cashcows by adding a few features a year to keep their customers happy enough to keep paying without having to risk their growth/profits. 
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    Ruz said:
    softimage may have been founded then but not really widely used until the 90's I bet.

    As far as movies and game being 'very close to garbage' - bit insulting since most people here work in games or film.

    Well you should read more carefully what i write in this post since i mention it was not from me but from thousand of well known channels like this one and i can put thousand of link about it. All these people who have acquired a good reputation over the years can't be all wrong right?



  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    What exactly are you smoking?
    Why reverting to mockery? I thought you were a more mature fellow!
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    I want to thank the people who can remain polite and not reverting to insults since i was just trying to question thing since without questioning we get mediocrity to becoming the norm.

    I am working in this industry for a long time now and i see almost no one asking these kind of questions and i did my fare share of search.
  • Alex_J
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    Alex_J grand marshal polycounter
    So, what do you propose?
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    oglu said:
    modeling and animating isnt the bottleneck if you area running a studio...
    its the mass of data to control and make impossible things working...
    if you ask a studio head they wont ask for better modeling or uv tools... 

    Agree but i still firmly believe that if the advancement in tech was as good as in the golden years then studio workload would be drastically lower.

    Thank for bringing the discussion in a more civilize way and again excuse my horrendous English skills!
  • Alex_J
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    Alex_J grand marshal polycounter
    If the world hadn't descended into war an uncountable number times since the beginning of mankind, we'd all be doing a lot better for sure. 

    So, what?  

    Are you just burnt out on 3d? Airing general grievances? What is the point? Do you think you will rally a bunch of pissed off people to grab their pitchforks and force the engineers at autodesk to build something better so we can have an easier time? Are you hoping somebody is going to throw some brilliant idea out that will catalyze some new business venture that will revolutionize the industry entirely? 

    Alexa, make me art! No, not like that, make it more better. There you go!
  • oglu
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    oglu polycount lvl 666
    If the base workflow is developed its getting harder and harder to refine. I agree that better uv algorithms and retopo tools will help... And im shure a lot of clever people try to develop such tools...

    Its like the wheel... Try to find something better to move a car... 
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    So, what do you propose?
    Well the first thing i was trying to do is starting a dialog and not a war since only via dialog we can raise awareness about our industry. And so far i already was able to find out that corporations cannot find these precious people we call software engineer.

    And it's not because they don't have an interesting wage at 1.4 million yearly!
  • Alex_J
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    Alex_J grand marshal polycounter
    Brief internet articles are not science. And you aren't going to solve some complex social phenomenon with speculation based on speculation based on speculation.

    Maybe this is your calling? To become a software engineer? To fill the black hole and save us from retopo and UV's.
  • Alex_J
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    Alex_J grand marshal polycounter
    And what if retopo and UV's gets automated? And all an artist has to do is make the hi poly sculpt and then they are finished. Do you think that means you'll get to go home early? No, you will just have to make more models. You'll get sick of models. You'll cry that you need a break from doing the same thing over and over. A change of pace. 

    What's worse, if all the tedium gets automated, and all you need is the very best artist with the most impeccable artistic sensibilities, you're going to put a lot of people out of work. Studios will just have one artistic genius who tells the machines what to do. 

    The point is, if you have a specific problem with a specific solution proposed, great. If you are just generally unhappy, whoop-dee-doo. 
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    Brief internet articles are not science. And you aren't going to solve some complex social phenomenon with speculation based on speculation based on speculation.

    Maybe this is your calling? To become a software engineer? To fill the black hole and save us from retopo and UV's.
    I am sorry but i don't think a discussion is not possible with you, i am a very polite person and i tend to avoid people reverting to mockery and insults.
  • Jonas Ronnegard
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    Like with everything the biggest step of progress will be at the beginning of the initial break in technology, everything is the same until that new big discovery happens that brings on a new direction, then it all starts over. I would say that compared to when the biggest breaks in 3D development happen, today is where we have the most educated and skilled people, just because of the demand of people compared to back then. It has just flatten out, you won't see those big changes every year, but even a small change somewhere could have had more thinking and man hours behind it then the ideas that changed everything back then.

    Think of it like you would with creating a 3D model, when you get to 80% completion you flatten out and those last 20% that is required to make it perfect takes as long as the first 80%.
  • Alex_J
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    Alex_J grand marshal polycounter
    That's not mocking. I was serious. You are a long time industry vet, you see a problem, you have the passion, you seem burnt out on the profession, maybe it's time to switch gears and give back to the industry in a major way?

    Isn't this how a lot of the tech artist get started? They do the regular art for awhile, then in interest of easing their workflow or enhancing it some way, they start learning about how to edit the tools themselves. They get deeper into this, and next thing you know they are a highly sought after specialist who can develop powerful tools to make the artist job easier. 
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    Like with everything the biggest step of progress will be at the beginning of the initial break in technology, everything is the same until that new big discovery happens that brings on a new direction, then it all starts over. I would say that compared to when the biggest breaks in 3D development happen, today is where we have the most educated and skilled people, just because of the demand of people compared to back then. It has just flatten out, you won't see those big changes every year, but even a small change somewhere could have had more thinking and man hours behind it then the ideas that changed everything back then.

    Think of it like you would with creating a 3D model, when you get to 80% completion you flatten out and those last 20% that is required to make it perfect takes as long as the first 80%.

    But to get  that new big discovery or advancement if you prefer we need the brain and that's exactly where we have a problem currently!
    There is a shortage of brain and so far what i was able to found out is that university inscription in these respective fields seem to be going down at least in my area.

    The level of education has also a big role to play in it since as a long term teacher i was able to see disturbing practice forcing teacher to let students graduated when they initially failed and the reason given was customers are king!

    This trend of making course easier is even spreading in university an that should start to ring the alarm bell.

  • Alex_J
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    Alex_J grand marshal polycounter
    This is what I am talking about with  "speculation on speculation on speculation."

    You develop an anecdotally based hypothesis from your own experience. You read some internet pseudo-science which obliquely might help explain your hypothesis. Next thing you know, you are trying to convince a bunch of people that the tech industry isn't developing at as quick a pace as it was when it first began because humans are much dumber today than they were less than one generation ago. 

    There's so many holes in the argument it is useless to even identify them. Eventually you have to just throw your arms up and ask the real questions to get to the bottom of the issue. "What are you smoking?"
  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    That's not mocking. I was serious. You are a long time industry vet, you see a problem, you have the passion, you seem burnt out on the profession, maybe it's time to switch gears and give back to the industry in a major way?

    Isn't this how a lot of the tech artist get started? They do the regular art for awhile, then in interest of easing their workflow or enhancing it some way, they start learning about how to edit the tools themselves. They get deeper into this, and next thing you know they are a highly sought after specialist who can develop powerful tools to make the artist job easier. 

    Well you are right about one thing here since we are about to release a game after 5 years of development and it's seem that it's going to be a successful project based on the feedback we have so far.

    My plans are to start a Youtube channel covering everything we had to go trough while developing it and this alone will be my way to give back to the community.

    And in these video series i will surely address the technology aspect of it and how 3 of our team member develop sever RSI while racking mouse click by the millions!

    For those not aware of that reality RSI is becoming a serious issue in many studios.


  • carvuliero
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    @BIGTIMEMASTER didnt you just start learning about 3d and industry in general , do you even have necessary experience and knowledge to comment on such topics or any topic ?
    For my 10 years in the 3d filed I haven seen much change there are few shinny new tools but things and workflow are pretty much the same
    Maya had barely any useful updates ,even pixologic flame is starting to dim dawn .Ok substance programs automated some of the texturing process but you could do the same thing manual before , PBR multiple UV space all of this so called NEW improvement are old and have been in the movies for years .When initially started to do 3d model I was sure that some smart programmer will come in few years and will think of something better then normal map but still 10 year later we are still using the same thing
    Its not only software , hardware is in the same position adding few more number and selling it for thousand of dollars is not technical advancement its monopoly , but you cant expect much more form hardware/software cartel right ?


  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    @BIGTIMEMASTER didnt you just start learning about 3d and industry in general , do you even have necessary experience and knowledge to comment on such topics or any topic ?
    For my 10 years in the 3d filed I haven seen much change there are few shinny new tools but things and workflow are pretty much the same
    Maya had barely any useful updates ,even pixologic flame is starting to dim dawn .Ok substance programs automated some of the texturing process but you could do the same thing manual before , PBR multiple UV space all of this so called NEW improvement are old and have been in the movies for years .When initially started to do 3d model I was sure that some smart programmer will come in few years and will think of something better then normal map but still 10 year later we are still using the same thing
    Its not only software , hardware is in the same position adding few more number and selling it for thousand of dollars is not technical advancement its monopoly , but you cant expect much more form hardware/software cartel right ?


    Excellent post my friend and at least i am not alone noticing the stagnation.
  • Alex_J
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    Alex_J grand marshal polycounter
    I don't have to know the industry to recognize a misguided argument. Everything you stated is easily explained over and over by other industry vets above, and I said something along the same lines pages back.

    When somebody starts throwing "rank" around, that's a sure sign they've got little else to stand on. If you can let go of the ego, and recognize that I'm spending my time trying to help somebody not waste their time and instead be more productive, the argument doesn't have to devolve into character assassination.

    Anyway, that's all I have to say. Back to work.
  • Jonas Ronnegard
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    I wouldn't say that would be a cause, if we look worldwide there is more people with high education then ever and it has never been easier to study or get the information needed, and passionate people that don't settle for the bare minimum just don't go away. it has just flatten out, it's harder to make ground breaking discoveries. there will of course be the occasional peaks and bottoms when it comes to education in certain countries but overall there has never been as many well educated people as now.

    If you were to go with the argument that bigger discoveries happen more often in the past because of education then that argument would be destroyed if you look even further into the past, if you look at discoveries in any field the most ground breaking discoveries happened when very few had access to an education and information was hard to come by.

    Overall there could certainly be some bad schools in certain countries, and some schools certainly just operate as business which focus on the money part rather then the quality of education, but the information is out there and no one is stopping hard working people from getting it. Also there is good ideas out there, it's just not that easy to jump onto a totally new technology as for example it would be to go from a square wheel to a round wheel,  it's very complex and I would guess many engineers just settle to work on details of the current workflows instead of going the risky route of creating something ground breaking that even if is ground breaking might not actually be used.
  • carvuliero
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    I remember seeing presentation by michael pavlovich [might be someone else] about future and automation of current pipeline and in this presentation he gave interesting analogy using water es example so for first state you can carry one bucket of water then 2 then you invent some clever way to care multiple buckets and finally you ask engineers to connect you a water pipe so in this line of though we still carrying one bucket maybe 2  instead of having everything flowing nicely together
    If anyone remember name of presentation please post it below
    PS: got it

  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    An interesting article i found while researching a bit and the comments section is also interesting

  • pixelquaternion
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    pixelquaternion polycounter lvl 6
    I remember seeing presentation by michael pavlovich [might be someone else] about future and automation of current pipeline and in this presentation he gave interesting analogy using water es example so for first state you can carry one bucket of water then 2 then you invent some clever way to care multiple buckets and finally you ask engineers to connect you a water pipe so in this line of though we still carrying one bucket maybe 2  instead of having everything flowing nicely together
    If anyone remember name of presentation please post it below
    PS: got it

    Thank Carvuliero i will watch it later on.
  • Jonas Ronnegard
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    An interesting article i found while researching a bit and the comments section is also interesting

    Quite a nice read, I think this point is very important "You don’t need a CS degree to be a developer"

    the 3 most successful developers that I know personally that went on to make their own companies and products didn't go to university, they were already beyond that before graduating high school, and compared to the past where university was a must it is now mostly seen as a way to get a Visa for many, so many choose to go the self learning route, overall people have access to learning material at a much younger age then they did in the past.
  • pior
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    pior grand marshal polycounter
    One thing I've definitely noticed is that even the most technically versed artists can sometime become completely blind to their own assumptions.

    I think the Halo2/Pavlovich talk is an example of that. By focusing so much on trying to automate linear steps at all costs using a bruteforce approach, crucial aspects of art iteration get completely thrown under the rug (not to mention that assets produced that way scale down very badly).

    Many game artists indeed assume that "Sculpting a model is already enough but no you have to retopologise it so you work twice on the same model, then you have to UV unwrap it, paint it, rig it and finally export it" - and pipeline and habits end up being built around precisely that.

    I tend to believe that studios end up getting locked into this kind of pipeline (and the logical need to automate it) because artists don't take the time to consider that maybe, just maybe, sculpting/highpoly modeling doesn't have to be the first step. It may be fun and produce fancy screenshots, and people budgeting big productions have (or think they have) the ressources for that sort of stuff ; but focusing on creating something lightweight that can be exported to the game in just a day or two (using, shock ! horror ! clean polygon modeling rather than a dense polygon soup that simply cannot be exported at all without heavy post-processing) is infinitely more valuable that trying to develop some magic autoLowpoly / autoUnwrap / autoBake button. Or at the very least, should come first - because lightweight, easily editable work is the key to fluid iteration ; bruteforce processing of models isn't.

    Now of course this isn't necessarily true for all games, and can vary with art style, target platform, and even the stage of production a project is currently at. But there is definitely a certain widespread stubbornness among game artists when it comes to how things are supposed to be done (because X or Y big studio said they do things that way in their Youtube video), and this can be dangerous.

    So, what I am getting at is that ... it's not necessarily the tools that are causing the friction and intertia. Sometimes, it is the assumptions on how things are supposed to be done that get in the way of working in a fluid, efficient and iterative manner.
  • JordanN
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    JordanN interpolator
    I still dream of the day we get auto uv-mapping. That's all I want gone or automated in the 3D pipeline.

    Modeling is fun. Texturing is fun. Setting up lighting is fun. But then getting to the part where I gotta start hitting planar/cylindrical/pelt unwrap on every single polygon? And on top of that, having to watch for stretching/overlapping errors? That stuff makes me depressed.
  • pior
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    pior grand marshal polycounter
    "But then getting to the part where I gotta start hitting planar/cylindrical/pelt unwrap on every single polygon?"

    Well, see the above. You are probably just making assumptions about the way things are supposed to be done, and likely ended up stuck with a very convoluted workflow that could be sped up immensely without even the need for any automation.
  • Alex_J
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    Alex_J grand marshal polycounter
    JordanN said:
     I gotta start hitting planar/cylindrical/pelt unwrap on every single polygon? 
    That's not a literal statement, right?
  • JordanN
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    JordanN interpolator
    JordanN said:
     I gotta start hitting planar/cylindrical/pelt unwrap on every single polygon? 
    That's not a literal statement, right?
    Depends what object I'm referring to.

    If I have a cylinder, then I group select the body and hit cylinder unwrap. Technically, I selected all those polygons that form the body.

    If I'm unwrapping a car, I draw boundaries on the car frame, and only uv unwrap half the polygons (because it's going to get mirrored for the other side). But I still selected all the polygons to be unwrapped.
  • carvuliero
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    carvuliero hero character
    Pretty interesting post summarized in few words if you want new stuff stop complaining and learn blender :)

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