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So I was watching Toy Story 1 in Netflix and the textures look so good.
Were the textures and normals that good back in the day or is it an enhanced version of the movie?
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>>684998
I don't think it ever got remastered in any way, so what you saw is most likely the unaltered original version with original textures
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>>684998
>>685000
those are available here btw
https://renderman.pixar.com/category/117-texture
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>>684998
I could be wrong, but I don't even think they had normal maps back then. Bump/height maps definitely, but normals were still pretty new territory I think. Papers for it yeah probably, but actual widespread adoption into something like Toy Story, probably not.
Then again, I could be wrong.
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most of it is solid colors

id say that at the time, renderman could do scene rather quickly so most of these models were probably high poly
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It's pretty mind blowing how good they look,
the process for achieving that quality must have been a nightmare and a lot of work I guess, did Pixar always worked with their own software or is it just a meme?
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>>685063
no it's true, in fact they were in the business of selling the software+hardware to do CGI before they could afford to make Toy Story (their first movie). If I'm not mistaking, Ed Catmull started experimenting with 3D in the 70s mostly with funding from private parties and universities, and later developed the tools with a team he built at Skywalker ranch. When Lucas got rid of them to focus on other businesses, they almost went bankrupt, but Steve Jobs got on board and got the ball rolling financially. It wasn't until John Lasseter (fired from Disney) got on board that they could finally work toward their dream of creating the first 3D animated feature film.
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>>685017
Normal maps was first introduced in a 1998 paper, which makes them three years after Toy Story.
First remember coming across them in 2002 working on assets for a mod to the yet to be released Half Life 2, at the time we where quite confused as to how they worked since
texture baking wasn't well understood by the non-pro 3D community at the time.

They became very widespread and well understood by summer 2004 when Doom 3 was out and extensively showcased baked geometry.
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>>685000
Toy Story was remastered in 2011 but I'm not sure what the extent of the changes was.
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not going to deny how much of an amazing technical and artistic technical achievement toy story was at the time, but let's keep things in perspective.

i pity the poor lighting guys who probably had to sit there and place hundreds of lights in more complicated scenes though.
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>>685069
>alright mate you need to 3-point-light every asset for every shot of the movie
cut sideways for attention, longways for results
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>>685067
Yeah that sounds right. I kind of figured normal maps were kind of new-ish. I remember all the hype for Halo 2 using normal maps and Doom 3. I didn't really understand the hype, and I imagine most of the people talking about it didn't either (just like raytracing cards nowadays), it just sounded like something super gimmicky that wouldn't really catch on. Then again, with shit like Doom and Halo using it, most studios would HAVE to jump on the wagon to keep up.

I just remember seeing a ton of those perlin-noise style bumps and shit in Toy-Story, which made me figure they weren't using normal maps, since if they could they would.
Still crazy all the amount of tech we still use that was developed around that time and for that movie specifically. Even if it's all come a super long way since then, it's all still fundamentally the same.
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>>685068
Actually it was 2009, they remastered it for 3D and I think they took the time to rework the textures and lighting to being it more in line with the rest of their stuff.
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>>684998
When you're an artist you can go beyond graphical capabilities.



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