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Hari
Posted on Thu, Oct 20, 2011 at 14:46 IST (last updated: Thu, Oct 20, 2011 @ 14:46 IST)
Been playing around with blender recently and I suddenly realized why 3D software is so hard to learn or master. While 3D related concepts are a little hard to grasp or master, what really serves as a stumbling block is the graphical interface of these programs. And it goes beyond mere UI concepts. Fundamentally, navigating around a virtual 3D space on a 2 dimensional monitor screen is what makes the process incredibly tedious. No matter how feature rich a 3D software might be, it suffers from the same basic drawback.
Of course, some amateur and most professional 3D artists use a variety of tricks to get around these limitations and even become productive, while top-end studios probably use 3D scanners for modelling real world objects. But for the average computer user, the whole thing remains inacessible for the two reasons I stated - hard to grasp theoritically and hard to implement in practice as well.
Having said that, using a free, open source software like Blender is an incredibly fun and learning experience.
10 comment(s)
You see, traditional art stemmed from 3D sculpture and 2D artwork. 2D was a completely different phenomenon to 3D and we couldn't even grasp the concept of adding shading, shadow, or perspective to make a 2D drawing look 3D. So the world of 2D art and physical 3D art was incredibly different.
Then a bunch of art geniuses figured out how to make 2D look like 3D. Everybody loved it and people tried to make their 2D works look more realistic and even manipulate the laws of the 3D world to their benefit to produce more striking artwork.
This caused a fundamental shift in how 3D art was designed - it was now very possible and in fact encouraged to design a sculpture via 2D drawing before you even touched the 3D form. It was essentially a new language to "plan" out what a 3D artwork would look like before using expensive materials or making a design that could be rejected later.
Nowadays - we do the same. You'll find most successful designers and artists start with a fat pencil and paper before and scribble around before they do anything else. I myself have found that any design work - even 2D design such as graphics or webdesign - I start on the computer before doing it traditionally will undoubtedly turn out horrible. There is something about the 2D that is more important than the 3D.
I myself have asked this question - I find that the 3D is too ... well, "real". An artist isn't concerned with reality. Programmers, scientists and the such are concerned with reality. Artists are more concerned with the perception - irregardless of its real form. They take the rules of the real and distort them into something that makes us think.
The 2D is a frame - it is a form of perception that we can play around with - small snapshots of what we will perceive. And especially with a pencil and paper - and not on a computer - the medium of the pencil is so closely linked to our brains such that it is essentially an extension of our hand - like cupping our hand over our ears to hear better. We can switch between the real, the perception, and the completely outright abstract when we conceptualise what we want our artwork to communicate. The 2D interface - if anything - I believe is a gift. A feature, not a bug
To play devil's advocate, it would be awesome to have a 3D holographic sculpting tool
Comment by Dion Moult (visitor) on Sat, Oct 22, 2011 @ 18:05 IST #
My issue with 3D software was specifically with reference to the clunky way in which we navigate the 3D space on a computer screen.
Of course, my larger point, but restricted again to computers, was that the third dimension adds new complexity by way of volume calculations, getting the shapes right in every possible angle, different modelling approaches, ways of texture mapping, lighting, camera etc. which seem to be the stock-in-trade of 3D, whereas with 2d you only worry about the pixel and its colour.
And yes, with regard to the artistic aspect, I think 2D is about as tough to master (or maybe tougher) than 3D.
Comment by Hari (blog owner) on Sat, Oct 22, 2011 @ 22:08 IST #
Comment by MrCorey (visitor) on Thu, Oct 27, 2011 @ 01:17 IST #
My approach is to try and learn to basic techniques and then apply it. But even with those, it is hard, tedious work, 3D modelling.
Comment by Hari (blog owner) on Thu, Oct 27, 2011 @ 08:13 IST #
Comment by MDR (visitor) on Wed, Feb 1, 2012 @ 02:22 IST #
Actually your point about 3D games or movies is interesting. The application of 3D in that domain requires a different set of skills from those used in actual 3D modelling.
Comment by Hari (blog owner) on Wed, Feb 1, 2012 @ 07:42 IST #
This is the main problem, i.e the menu systems of most modeling software is far too convoluted...
Comment by Andrew Jenery (visitor) on Mon, Nov 12, 2012 @ 16:18 IST #
Comment by Hari (blog owner) on Mon, Nov 12, 2012 @ 17:40 IST #
Comment by ant32223 (visitor) on Tue, Dec 30, 2014 @ 01:15 IST #
But yes, the interface on 3d programs are quite intimidating in general to somebody new.
Comment by Hari (blog owner) on Tue, Dec 30, 2014 @ 09:25 IST #