
Agreed but if they had followed through and put some money behind them for development they'd probably be the leader in 3d people right now.
“I make fake things for real people to convince them fake things are real.”
http://devinjohnston.cgsociety.org/gallery/

Here are some images of a model of me I was playing around with. Reasonably low poly and actually quite easy to produce. Still alot of work to do on the clothing, but the head is good.
My company website: www.INFXstudio.com

Here's to wishing.... Does anybody know if there is a way to convert the rpc's back to regular image sequences with alpha channels? I'm at a point in a large architectural animation where I have to figure something out for people. Question, what looks good and does not take weeks? Answer, nothing....
Tim Nelson
timnelson3d.com

Hi People.
I've noticed in this thread that you are showing very old models we did earlier in 2005.
We have done big steps in the last years and we are now using 3D Scanning technology.
The idea of doing this is that you should not waste time modeling 3D people but using your
preciate time to create wonderful artworks.
You can take a look at our new M4 collections. They are just 3500 polys with hi quality normal maps.
Due to these characteristics, you can use hundred of them in an arch viz scene and make them walk
by loading any .bip motion capture file.
METROPOLY 4 CHARACTERS:
http://www.axyz-design.com/index.php?categoryId=255
We are also working on the HD versions, perfect for close ups.
METROPOLY HD evo2 Scan360:
http://www.axyz-design.com/index.php?categoryId=216
Thanks for supporting during all this years!
Diego - major push there - congratulations. But to my eyes some of them draw too much attention. That could be fine for many uses, I'm sure, but I think in most arch-viz animations people are looking for subtlety in the people - they need to add motion and activity without drawing the eye too much or even at all. It's often that we just want to fill spaces with life but still have the architecture as the focus. I would encourage you to produce very subtle animations/mocap for this reason.
As for the issue in general:
The problem is not just poor quality models visually from most companies but also their animation is usually choppy or sloppy or stiff, or just awkward and unrealistic. If there was a company out there releasing photo-realistic vray/mr/mw-ready silky-smooth animated people walking around, standing and talking, going up and down stairs etc. at a reasonable price, with characters that can be very easily and quickly guided around a space, then they would be in serious business. And that doesn't address the issue that, as artists, we usually want to control even the smallest details such as the colour of someone's hair, to make them sit nicely within the image/shot. We'll need to be able to do that as well. Big ask...
I think if/when someone creates such a thing then we'll see a huge jump in quality in what we do and I think it could open up a lot of possibilities for our industry, in the same way that super high-detail, realistic veg/trees and proxies with scattering tools has done for us already recently. That was the last big leap for us and I think people will/should be next - but it's a far bigger challenge.

What Alex just said is exactly what people want, I think we'll eventually get there but it's going to take some major development and research.
“I make fake things for real people to convince them fake things are real.”
http://devinjohnston.cgsociety.org/gallery/

Diego, there's no way any of my clients would want that woman in any of their animations. Stripper heels with super tight clothing?!
Look at Spine3d's entourage collection in the cgarchitect shop for a better idea of what highend clients are looking for in terms of style.
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