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Have you seen this documentary /3/?

https://youtu.be/HL0RH3x7Zzo?t=7m

Its a documentary about computer animation both 2d and 3d, but mostly 3d, from 1988. Its definitely worth a watch if you are not familiar with old outdated technology and tools and where the 3d industry is coming from.

The process they went through to model and animate that guy at 0:70 seems totally ridiculous.
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oh wow. computers are autistic
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>>512332

>0:70

meant 7:00
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>>512332
I used to own this on VHS! Thanks for the nostalgia
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>>512372
top kek
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>>512332
Frickin 80's was awesome. They'd literally combine as much random shit as possible with cheesy electronic synthesizer music, and long pointless pauses.
When I think about all of the stored information from all of this over the years, it astounds me. My brain: pic related.
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>>512332

These are some of the early origins of 3d in the 60's, 70's, and 80s.

First At&t animation to locate satellite orientation
https://www.youtube.com/watch?v=RocLdMyUG-4

Star Trek movie, and product design
https://www.youtube.com/watch?v=RocLdMyUG-4

Early 70s face morphing
https://www.youtube.com/watch?v=SPMFhcC4SvQ

https://www.youtube.com/watch?v=T5seU-5U0ms
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>>512417
>>512332
>Correction

Star Trek 4, and product design
https://www.youtube.com/watch?v=1E7bYRQRl_I
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>>512417
>https://www.youtube.com/watch?v=T5seU-5U0ms [Embed]
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>>512332
https://www.youtube.com/watch?v=NXkkr0REEPI
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>>512332

This takes me back. I had 2D and 3D computer animation classes in college back in '84.

Our 2D animation was done on Apple ][e computers that had a digitizing tablet and a special graphics card and monitor. We had a video digitizer too which was a black and white video camera and it had a disk in front of the lense that had a red, green, and blue filter on it. Anything you digitized was digitized three times, once with each filter in order to get a colour image. It took an hour to digitize each colour in high resolution.

Our 3D animation was on state of the art 286 PCs but were rendered on a mainframe. We could render on the PC but it would take hours so we worked strictly with wireframes. There was a mode where it would only displace the wireframes visible to the camera but it was slow too. I can't remember what the software we were using was called but it had no rigging. Most of our models were just built out of simply primitives. You'd move the primitives around, keyframe it and tween it to animate.

This was a few years before the Commodore Amiga but it seemed so high tech at the time. If I took my laptop back in time and showed it to my class along with the software I'm using now and demonstrated a quick model and animation they'd probably burn me at the stake for being a witch.

The digitizing tablets we had didn't even have pens. They had a mouse that had a piece of plexiglass on the front with a coil of wire embedded into it and a cross hair in the middle of the coil which is where you were drawing.

If you wanted to make a model that wasn't simply simple primitives put together and stretched and shrunk into different shapes you had to manually enter in the vertex positions. We'd make the models on graph paper and then enter the vertexes and hope we didn't fuck up conceptualizing it on paper and in our heads.

One of our projects was to make a human head. They all looked pretty freaking sad but we felt so cutting edge at the time.
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>>512442

This is probably pretty close to what the head I had to make as a class project looked like. You'd use graph paper to make the top, side, and front view and plot out on it where each vertex would go. Then you'd go into the editor and starting with the top most vertex start entering all the other vertexes that were part of it's polygon. Then you'd select an edge and enter in where the next vertexes connected to that edge were. There was no extrude. Not counting the primitives I used for the eyes and ears I had to manually enter the data for around 175 individual vertexes. It did symmetry so I only had to enter in the data for the positive side.

I scored pretty good on the project but lost points because the ears were cylinder primitives instead of modeled into the head. I had to book a PC in the lab at 3am and it took me a few hours to get it looking right so I was just "fuck it" when it came to the ears.

I think the software we were using was called Pegasus or Paradigm... something that started with a P.

It was tedious as hell to work with and it didn't help that our prof kept saying "The software will also do such-and-such that would make your workload much easier but we don't have the hardware to do it so you'll have to do it the hard way."

It is no wonder I didn't want anything to do with 3D computer graphics after graduation. 2D Computer animation I liked very much though.
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>>512455
>>512442

You've achieved high levels of oldfaggery in relation to 3d graphicals.

Awesome.

I'm glad that we have such nice modeling software these days.
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>>512442
>>512455

Please tell me you're making good money now.
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>>512332
more 3d docs?
https://www.youtube.com/watch?v=eDoVcGPw_3o
https://www.youtube.com/watch?v=OtG6--4r_qk
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>>512487

I do alright but I don't work in the 3D graphics biz. The year I graduated was the year the CBC laid off a whole shit load of employees so the job market was flooded with AV guys (My education was in AV Production and computer animation was part of the course) with tonnes of experience who were scared they'd never get another job. Because I was good with computers I got a job as a system engineer so I didn't end up working in my field. Out of my class only two got work in the field.

I was offered and internship with an advertising agency in Toronto because my computer animation teacher recommended me but it paid way less than what I was making as a system engineer and I kept remembering how fucking tedious 3D computer animation was so I didn't take it.

I ended up getting burnt out as a system engineer and in 91 I was making pretty good money in the music industry so I quit my day job and focused full time on music. In 2006 I was also doing 2D illustration work and a friend who had a studio needed art monkeys to make props in Maya for a TV show he was pitching. So that was the first time I'd done any 3D graphics since college and I was pretty impressed with Maya even though all I was doing was cranking out low poly props (barrels, hammers, oil lamps, crates, assorted background bric-a-brac). It was fun but the pilot never got picked up.

Since then I've been working either in music, acting mostly, sometimes I'll sell some art if I feel like it. I don't make big money but I'm comfortable. Got a small in the city, don't need much, live within my means and enjoy the life of a starving artist.

I was reintroduced to 3D a couple of years ago because I was looking for an alternative to those artist reference dolls for 2D illustration and a friend suggested Daz or Poser. I discovered that when you don't have the stress of professional expectations added to it 3D modelling is actually a lot of fun so I've been doing modelling as a hobby.
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>>512499
>Since then I've been working either in music, acting mostly, sometimes I'll sell some art if I feel like it. I don't make big money but I'm comfortable. Got a small in the city, don't need much, live within my means and enjoy the life of a starving artist.

Well I almost sentenced there.

Since then I've been mostly working in either music or acting, sometimes I'll sell art if I feel like it. I don't make big money but I'm comfortable. I got a small house in the city, don't need much, live within my means and enjoy the life of a starving artist.

There, that was sentencing much better more done.
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>>512499
>>512501
If Erognenesis comes through with Project E, DAZ and Poser could get a lot more exciting.
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>>512557

Just looks like yet another idealized female figure.
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>>512564
Sure, but the devil's in the details.
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>>512372
i am real sorry, but any chance you got that vid. shit i loved it.
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>>512332
I approve
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>>513120

Its in the documentary in OP.
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>>512499
>I discovered that when you don't have the stress of professional expectations added to it 3D modelling is actually a lot of fun so I've been doing modelling as a hobby.

That and probably the fact of doing professional usually means someones boring ideas.
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Some good examples of early digital animation here.

Gabriel's music videos were always GOAT.

http://m.youtube.com/watch?v=Qt87bLX7m_o
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>>515664
jesus christ
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Mang, those VHS-tier audio and noise...
Them nostalgia......
Was all of them rendered in like 30MHz GPU or something ?



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