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The biggest mistake made in CG is going to photorealism with human characters. We have plenty of examples of real life around us and subconsciously people generally know when a character is CG... that and most of the CG animation with organic characters is lousy. This is why they generally don't bother to show close-ups of CG characters in films... Even at a distance, there are usually details that get missed which give the CG aspect away.
If not just for the limitations in hardware that cause compromises in texturing, lighting, and minute details, the fact that most of the motion I see with photorealistic characters is jerky in some fashion destroys that "illusion of life." Motion cycles can also be just a bit TOO perfect. People are not machines and usually have a limp or some other irregularity in locomotion that gets overlooked in far too much CG animation. That's a huge part of why I prefer stylized characters in games as opposed to the impossible task of texture-mapping reality. Most of us don't expect absolute perfection with stylization and hand-drawn animation... That separation from reality is more comforting than trying to absolutely mimick real life and still fall short.
It's a nice render, yes, but I just don't see the point of it is what I'm saying.
It's still far easier, generally cheaper, and takes less time to do photography like this with a real person.
You are dependent on the strength of the photographic reference, as you will see from the 'freckles' illustration I did. The one advantage of these vector illustrations is the ability to scale them to any size without loss of resolution.
Ultimately, this is all about the personal challenge to the illustrative artist.
This is bloody amazing !