#Architectural imaginings
13-Jun-95 22:00:28
Sb: #175077-#Architectural imaginings
Fm: Jerome R. Kalisz 75233,3464
To: Robert C. Ritger 73041,3173
What I'm trying to say is that few people seriously involved in 3DS
are using it in the design PROCESS, or as a tool to THEMSELVES create
a work that is an end unto itself. Often, designers of architecture
either outsource the animation work to others, or do it only after
the fact to show a client. If such work is outsourced, then the
people doing the animation aren't designing the architecture, they're
designing the animation for another's architecture (which is an art
in itself, don't get me worng). If the animation is done in-house
after the fact, then the animation wasn't an end in itself, or
intgral with the design process.
On the other hand, those who create animated architecture for CD rom
games and the like, are often concentrating on the game, and the
architecture is mere background in their minnds, for the game itself
is their work. Often 2D illustrators create the backdrop pastiche,
while the CG animators spend their time trying to make those freehand
illustrations look like that in 3D in the game.
My point is that with the amount of architectural design there is out
there in various disciplines, there's room for a serious animator who
can create architectural design right on the computer ass part of the
animation; either to be used as inspiration in the design process, or
as serious arhcitectural design to live in movies, VR, or games. With
the other disciplines doing their things, there's room for such
architectural design work as a field in itself. My point was also
that few people use the computer as a tool to create the
architectural work in the first place, often it's an animator doing
thier thing on another's artwork in the case of architecture. Their
are, of course those that do, but they seem rare.
Hope this is a little clearer, and I didn't come across differently
than I intended! -jk