I'd like to see some kind of advanced haptic intreface for sculpting/modeling similar to the novint falcon. Also, other advanced input methods: * eye-tracking (instead of moving my mouse to a button and clicking, the computer knows what I am looking at; clicking may still be needed, though) * hand-motion tracking, gestural…
Actually voxels can be used in many ways. The new buzz is about using lots and lots of them to create full blown high detail 3D models and then stream the data in off very large hard drive. This technique wasn't possibly in the past due to a lack of computing power and storage. So voxels time may have yet to come.
i think that for ingame stuff displacement mapped subD's will probably be what were doing next. kinda seems like the logical progression from bump to normals to parallax/relief to full on displacement, and it seems to be fully accelerated on new cards/ next gen systems from ati and nvidia. But theres probably also gonna be…
I thought everyone was joking about how everyone went "OMG VOXELS!" when they first came out. I remember everyone made a big deal about it with some sandboxy sci-fi game. (a buncha people posted while I was writing this, making me look like a jerk) Maybe real displacement mapping on models in 'teh futurez'?
I'm gonna go ahead and disagree with everyone and say that the days of high poly, realistic, 3d modeling for games are coming to an end. It's just too expensive and time consuming. I think web based, flash-style tools will become more and more popular. In the year 3000 people will rediscover the SNES and worship it in…
the models won't change much. maybe some better tools to get faster workflow, even if i think that most of the tools are pretty good already.(just like photoshop...more tools, but true improvement is hard to find ;) ) the real push will come from better realtime lightning, like realtime ao. this is of course nothing an…
what pior and eq said makes sense. all this new tech will improve things, just like it did before, but there will be no revolution here. Sculpting is pretty much perfect for creative modelling, how the data is stored (voxels or mesh) is secondary to the modelling process itself, or the tools "shaping" stuff. Imo the…
Justin, the problem with displacement is just the number of polys that have to be rendered. Subdividing a mesh at render time is still going to result in a lot of polys. The more detail you want, the more polys will have to be genarated. And the number of polygons in a scene is still a major bottleneck for how quickly a…
My bold ass predictions: 1) Per-Poly Collision No more Zbrushing folds and wrinkles of clothing. You just make a shirt, tesselate it to shit, and let physics do all the folding and wrinkling. 2) Normal Maps use diminished. No more will we be sculpting wrinkles in Zbrush. We will instead be modelling every single wrinkle,…
Yeah dude i have to agree with pretty much everything you've said in this thread(except that sillyness about lowpoly stuff, go make some DS games you losers). Most of what has been mentioned here, as it relates to realtime render i think is the future of TECHDEMOS, but it will be a long time before we actually see any of…