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Fashion meets ArchViz (3D models) - what do you think?


danielschramm
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Very interesting topic to follow. I think there will always be a place for both 2D and 3D, though given my work and time-scales I genuinely wish for 3D to get to a point where it is entirely believable.

 

If you venture over to the cgsociety forums for example, you'll see nothing but photo-real busts/faces. Something that typically bores me, though with that said; these guys are the ones you need to get involved in bringing your digital humans to life; they are the ones that put 3D body doubles of celebrities together.

 

Something else I'd like to touch upon is something that Juraj mentioned before, and that is shaders. I don't want baked in lighting in my characters, I want shaders and textures that really work, even if I choose to place the character close to the camera.

 

Realistically I think I could get away with only a handful of people in a scene IF they looked real, rather than dozens farther away from the camera that look crap.

 

Sorry if this post is rambling. I am ill and have just had a lunchtime drink.

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I agree that the technology is getting almost there, but the uncanny valley is what really kill the effect, now truth to be told, if the 3D hummies still look cartoonish enough for your brain to say "Hey that's just a prop not a real person" I think the over all experience is better than having a 3d trying to be 100% accurate, when shaders, lighting and so on can't just make it closer. (we too use a lot of siluetes and gray out people for the same reason)

 

Now for me and also as expressed by Scott and other, the main problem for me is the lack of variety, race, gender clothing, people in rendering are props used to show function and scale. to give you the feel of the space, with all the 3d collections around, it is really hard to use them in your daily work, after 2 renders, all the rest will look the same, also the cloth is limited and very easy to spot in the image. We all know by now the tight jeans girl of Axyz, how many time you can put that in your renders, I work doing School, High school, Hospitals, I don't have choices, at all, no children, not regular people, not sport people for High schools and the list keep growing. That's why we use 2d people, and only 3d in our animations, we put them way in the back, or just render them and gray out semi transparent. Zombies walking in your scene just distract the viewer from the main goal that is show the building and it function

 

Generating High end designer cloth for 3d Models in visualization seem like a very targeted business, how many of those I will use ... none, now if you do, children, Middle schools High school with backpack, walking talking seating interacting, man I buy the whole collection right now.

 

Now to open even more the conversation, most of this models are created in Europe, race and cloth is very local, I can barely use any of those in my images here in USA, are any of those companies thinking in other markets?? when I say I need more African Americans, I don't mean get one dude with a pink hat carrying a boom box, I want just regular people, Asians, Hispanic, African Americans, Arabic and more.

Edited by fco3d
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  • 2 weeks later...

I agree on many of the points made, a very useful discussion. Especially useful would be good figures that are rigged, in a common format (not just Max files) and with good clothing and diversity.

 

Perhaps parametrics would help. I can see models being rigged, with a stock set of poses included, but that would also be open to normal character-animation tools. (Too bad there isn't some program for that, oh, like Poser). But yes, not ugly or scary. You can get really close and all anyone sees are the bits that are off. Frustrating.

 

Additionally, models could have what in C4D are called PoseMorphs to adjust facial expression somewhat, even facial shapes for racial variations. That could carry into shaders for skin and clothing colors. You could continue to add addressable characteristics if you wanted to, even with the ability to randomize them for large groups. You could just go nuts. Imagine the hours you would save/spend.

 

Speaking of going nuts, like everyone else, I am pretty frustrated with figure options--both 2D and 3D. Often I start by sketching in figures in Photoshop over a 50% white (like using white trace) rendered or WIP scene. It's quick, and everything's there--I want a couple walking there, posed like this, a guy walking a dog back there, etc. Now, just find images to fit, more or less. They never do! So I'm searching, changing in Photoshop, adjusting lighting, etc, or trying a 3D option. It does feel nuts to have to do so much to make something work in the final that was so easy to draw in. And if I tried to just paint in Photoshop it would be just as frustrating on time and getting the right quality to work with digital renderings.

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"Scalies" as I like to call them is a problem faced on every project. I have heard comments such as "those people look too hipster douche" and "those people don't look 'ethnic' enough" or "can you make them look less 'penthouse' and more 'low rent'. Most of the time I really try to limit the people in my renders and sometimes I go with the simple white transparent cut outs. 3D people look like robots and once you've seen one, then you see them in every other render and it gets cliche. I'd rather use photos as well. Green screen is ideal but I don't have the time or budget for that. I really liked Viz People but I am seeing them in a lot of renders now and they cliche thing is happening with them now.

 

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