We started using 3D programs with some trepidation. After all, not long
ago digital animation was bleeding-edge technology for movies like
Terminator 2. But having been somewhat disappointed with what we could
achieve using traditional animation, we felt it necessary to move on.
And so we did...
We found that while building worlds in 3D required more software and
computer power than we presently had, it was not at all out of our
reach. The greatest obstacle was the learning curve, which set back the
project both months and years. But we found the results convincing
compared to our 2D experiments.
Below are some test scenes that we generated during our entry into the
world of vertices and polygons:
GROS
DK
Another convincing
demonstration of why
3D is superior to 2D.
This time tackling the
infamous turning-head
problem.
This simple animation
of a spinning medal
demonstrates the power
of 3D over 2D.
The ease of using
simulations in a 3D
world compared to the
toil of manually doing
the same thing in 2D
is demonstrated in
this animation where
the blowing flag in 3D
is compared to its 2D
counterpart.
This demonstration of
subsurface scattering
in skin does look
rather nice. There are
however other issues
with this render.
This test demonstrates
a way to integrate a
character into the
scenery. We later
abandoned this
approach in favour of
a more traditional
render of separate
foregrounds and
backgrounds.
Clothes simulations in
Maya. Generally looking
good, but some parameters
are definitely better than
others.
Ichiro running naked (!)
down an alley of
columns. Really, this is
to test how the cape
behaves during fast
movements.
Not to be repeated,
this scene
demonstrates what
parameters NOT to use
on hair and clothes.