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> It (3d asset creation) practially hasn't changed much since ~1995. I disagree. In the past ~20 years, more and more 3D assets have been created as very high-
by raincole 3mo ago
> It (3d asset creation) practially hasn't changed much since ~1995.
I disagree. In the past ~20 years, more and more 3D assets have been created as very high-poly models and high-res textures first (via sculpting, photogrammetry and baking) and the optimization process was pushed to much later stages. I'm quite sure it was not the case in 1995.
It's just like programming. We do have better tools and abstraction layers. But Jevons paradox got us.
Or perhaps I don't understand how things were done in 1995 as much as I believe?
- dgently7 3mo agoin 3d we have "blinns law", someone else probably has a better definition but basically it says that we keep adding complexity and details to a scene until it takes about an hour to render a frame. that being about as long as any artist is willing to wait to see their work. so even though a computer today could render toy story 1 in faster than real time, toy story 5 probably rendered per frame as about the same amount of time as toy story 1.