04: Industry Professionals - Q&A
In Linkedin, I reached out to multiple 3D artist and asked them a few questions about photorealistic 3d assets.
Message
Hi ‘Person’s Name’,
My name is Miguel Diaz I’m a VFX student at Futureworks University, I’m working on a third-year research project about Photorealistic textured 3D assets e.g., the evolution of how digital technology has replaced traditional methods particularly in the areas of digital asset texturing for animation, games and film and TV. This will also cover historical techniques from the beginning, present and its future. I’ve created an initial set of questions based on my research. I am aware that you are probably quite busy however, I was hopeful that you could answer some of my questions and give me some useful employment advice.
The questions are:
1.What do you think is the main factor that makes a 3D object/environment photoreal? As the lighting, little details, the object itself?
2. How important is the software that you use?
3. Looking at how technology is developing, how important is the subdivision levels, high and low polycount, to create realistic assets for games?
Thank you in advance for taking your time with this.
Kind Regards
Miguel Diaz
Responses
Conclusion
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