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INTEREST: CG Girl Saya's Realism Will Have You Doing A Double Take


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DrXL



Joined: 24 Dec 2013
Posts: 9
PostPosted: Sat Sep 10, 2016 12:17 am Reply with quote
Present Day, Present Time is finally actually the Present..
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leafy sea dragon



Joined: 27 Oct 2009
Posts: 7163
Location: Another Kingdom
PostPosted: Sat Sep 10, 2016 12:28 am Reply with quote
AnimeLordLuis wrote:
Technology is only getting better to the point where humans will eventually be deemed obsolete. Welcome to the future. Laughing


The consensus for when the technological singularity will happen seems to be between 2035 and 2050.
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Fenrin



Joined: 19 Dec 2015
Posts: 703
Location: SoCal
PostPosted: Sat Sep 10, 2016 1:39 am Reply with quote
For me the stunning part is the eyes, they look like a real human's eyes, down to the unevenness between the two.
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casualfan



Joined: 24 Jul 2012
Posts: 333
PostPosted: Sat Sep 10, 2016 3:03 am Reply with quote
With games now have very realistic graphics, I feel like any big game companies could make a super-realistic image like this if they can find a way to make profit from it. Or any cgi animation company for that matter. For being self-taught independent creators though, it's a very impressive work.
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Meexa



Joined: 13 Mar 2016
Posts: 208
PostPosted: Sat Sep 10, 2016 2:26 pm Reply with quote
AnimeLordLuis wrote:
Technology is only getting better to the point where humans will eventually be deemed obsolete. Welcome to the future. Laughing


Girls will eventually turn their drawers of adam & eve dildos into realistic organic human males.
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jdnation



Joined: 15 May 2007
Posts: 2088
PostPosted: Sat Sep 10, 2016 2:29 pm Reply with quote
leafy sea dragon wrote:
Blanchimont wrote:
So they've finally climbed out of the uncanny valley when it comes to cg images.

Now, climb out of there for 3DCG animation...


Yeah, that was one of my thoughts: She definitely looks lifelife, but can she move lifelike? That's something even motion capture can't do quite so well, as evidenced by how everyone moves in The Polar Express.



This is already achievable thanks to performance capture. See James Cameron's AVATAR.

It's a combination of good modeling/3D scanning, good mo-cap tech, and also of major importance - good facial/muscular rigging, the last of which is the usual culprit and requires major work and technical knowledge.

Also the actress should behave and act normally and not be a person trying to be an animated character.
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leafy sea dragon



Joined: 27 Oct 2009
Posts: 7163
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PostPosted: Sun Sep 11, 2016 4:00 am Reply with quote
Huh, I had the impression that motion capture was the basis for Avatar and that all of the movements were cleaned up and modified later on. But yeah, you're right. The Jungle Book (the 2016 one) also has pretty convincing animals.

Problem is that all of this convincing photorealism has only been found in Hollywood. Nothing else really has the budget for it.
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Re:SOUL





PostPosted: Mon Sep 12, 2016 4:02 pm Reply with quote
Here's the thing, the only benefit of formal teaching in my opinion is the fact that you get a piece of paper acknowledging your skill which many companies will want to see. Degrees will show that you completed a structured course that not only teaches skills but puts you in environments that prepare you for the workplace. The thing about art though is that online portfolios speak just as well and things like learning to work in the industry can also come with experience. I'm starting my second year of games design soon so I'll see if my formal education is really worth anything since it revolves heavily around 3D and I'm a 2D artist.
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