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by diggan
460 days ago
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> Not everything is gamedev Agree, I'm not sure why you'd think that's the only use case for 3D, unless I misunderstand your argument here. How would you handle visual effects with point-clouds for example? There are so many use cases for proper 3D, and all I can think of as use-case for point clouds are environments with static lightning, which seems like a really small part of what people generally consider "3D scenes". |
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Maybe I missed the mark on “gamedev”, but 3D is larger than just “aesthetically pleasing 3D VFX” for its own sake
Often I’m trying to use something as a reference for a design where a 3D model isn’t the actual end goal, or I’m performing analytics on a 3D object (say in my case for a lot of GIS and simulation work)
The whole “mesh is the be all and end all of 3D modelling” irks me as while yes it’s a really important way of representing an object (especially with real time constraints), it doesn’t do justice to the full landscape of techniques and uses for 3D
It would be like 2D sprite artists from the gamedev world saying “what’s the point of all this vector art you illustrators are doing” or “what’s the point of all these wireframe designs you graphic designers are doing” - “these aren’t raster images!”
I suppose my snipe was trying to communicate the idea that 3D is larger than just a vehicle for entertainment production. It intersects many industries that may eschew polygons because real time rendering is irrelevant
3D tooling has uses beyond producing 3D scenes, just as Photoshop is used for more than touching up photographs
Edit: for anyone stuck in a rut with meshes come join the dark side with nurbs - it makes you think about modelling in a radically different way (unfortunate side effect is it makes working with meshes feel so so “dirty”)