The Challenge of Animating the Artist's Dream
Figure 1 - Artist's lament: "It never looks quite the same in the game…"
Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDisc, Inc.
MODO is Son's modeling weapon of choice - and, if you weren't online Nov 10 for the interview - check it out now.
What's the most annoying part of modeling and animation? What do you hate doing the most? What's the part you look forward to?
What would you like to learn about modeling and animation that no one seems to talk about?
by Steve Pitzel
Introduction: Disguising seams in NURBS models
Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons. These characters had all the beauty and grace of Frankenstein. Rendering engines couldn't handle deformations, or high-level geometry, and polygons ruled the gaming world. The computing power for creating fluid movement and seamless-looking joints simply wasn't there.