Development and scientific breakthroughs haven´t stopped, its just that it has shifted mostly to new tools. I would even wager and say, we are currently in a big Code refactoring phase which is slowing it down for the bigger "Industry standard" programs. Predictive simulations/using pre computed libraries to drastically…
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…
The problem is that your thread title is not consistent with your actual problem/questions. "I am the only one who notice the stagnation in 3d software development!" doesn't have much to do with : "No wonder so many artists get ridden with RSI problems that some time even lead to abandoning their career. Our hands, wrists…
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…
I was never going to apply using my pre-rendered work for a games job. It's just that making game art has been in my blood so long, I'm not actually going to write it off if the opportunity comes. When my circumstances improves, I'll be better able to address the situation and try and work on something gaming focused. I…
* 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.
Boy-o-boy! then heed recommendations helpfully roadmap'd for you previously on this page by forwarding any or all concerns too relevant vendor/s...simple?! A bit of advice, tried and tested techniques will always get one over the line which in my opinion remains the optimal workflow NOW, so instead of dogmatizing this or…
This month. But it's not one piece, it's 3 of them. That's why it's taking so long, because it started together as one massive project, but I split them into 3 smaller ones. All the assets are shared so that's why I'm waiting to show it when it's all done. One of my scenes "looks empty" but it's because half the assets…
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…
You've got to prioritize. Why make some huge thing that will push performance capabilities you don't have? You don't need to do that to get into the business. Look at the "recently hired in AAA, show us your work" thread. I'm sure you could do as well as some of those people. Just make what you can handle with the hardware…