#people who need people
29-Jan-95 17:20:55
Sb: #149886-#people who need people
Fm: Tim Wilson [Crestline] 76432,1122
To: MARTIN G FOSTER 70303,456
>> I took a look at some of his work as soon as you mentioned it, and while it
is very impressive, I still pegged it as having "Humanoid" by Crestline origins
<g>.<<
OK, are you now going to tell me that when you watch Babylon 5 and see a figure
in a space suit, or seaQuest DSV and see an underwater diver, that you've
recognized their Humanoid origins, as well?<g> Had I not pointed you toward
GT's work, I doubt you would have realized that some of his more outlandish
characters were partially derived from Humanoid.
Humanoid not only provides meshes for people to work with and reshape for their
own needs, it also provides a more general structure to use as a guideline for
a variety of other human-oriented applications.
Furthermore, I doubt that the general public, or 3D clients have seen so much
of Humanoid that they've reached the point of saturation like you apparently
have. As an insider and 3D artist yourself, I think you might be overly
sensitive to this issue. I imagine that most users of Humanoid are simply glad
they have an affordable way of injecting the human element into their work,
without having to develop the skills of some computer-based Michelangelo. If
someone has the skill to create all the models they need, great… more power
to them. I'd love to see their work. But I don't see any benefit in demeaning
users who don't have these skills yet, or depriving them of the enjoyment of
working with nice models like mine.
Also in my software, I've worked very hard to avoid pigeon-holing users into
working with the models as is. They are completely free to alter the geometry
to suit their needs, and I've provided some basic instructions to guide them in
this. And I went to a lot of trouble to make the meshes in all the figures
compatible, so that new figures could be interpolated out of the base models
using morphing. Yes, these things are somewhat limited, but they were the best
I could manage at the time. In addition, Humanoid is not the last word from
Crestline on the subject of human anatomy. I hope to expand the flexibilty of
future sets to allow users to create different characters or morphologies. But
this stuff takes time to do well.
I think what you are really objecting to is the notion that buying ready-mades
is an easy *fix* for some people, and it might discourage them from trying to
develop their own unique modeling skills. If this were really a problem, I'd be
as rich as some Crack dealers now, and everyone would be buying up my software
right and left. But that's not the case at all. Most of my users are thoughtful
people who've explored and exhausted their other options, and have fallen back
on my work to get them through a tough spot, or they wanted to examine my work
for its instructive qualities, or use it as a stop-gap till their own modeling
skills have developed more. I don't think there's any shame in this. And I
resent the implications you are making along these lines.
>>Personally, I'll always custom build my own, mainly because I feel let down
every time I see an animation and say: "oh, they used Mannequin's 50pman (or
Viewpoint's freebie man, or Schreiber's man, or …..), for that scene". Call
me a snob, but I like original work and I think it differentiates your work
from "the pack".<< >> I think people should just try harder to differentiate
their work. <<
I agree with you in the few instances when people overtly misrepresent their
work in contests or exhibitions as `original art'. And I think in these cases,
people should make an effort to use as much original material as possible, or
at least compose the elements in their work in some original fashion. *I* get
tired of seeing the same models used over and over in such things. And I think
sometimes artists who create entirely original work do not get the proper
distinction they deserve. But these are issues of `art for art's sake'.
You obviously have a lot of emotional investment in the discipline of original
modeling. But I don't think you should hold this same standard up for *all* 3D
users. Modeling does not have to be an epiphany for everyone. For many, it's
just a tool to get the job done. Many folks are just trying to make a decent
living with 3D, and I don't think its going to bring the medium down for them
to use ready-made's in some of their work. If you are making `very cheap' (your
words, not mine <g>) models for people to use as well, I think it's a bit
hypocritical for you to be making remarks, like the ones above, so flippantly.
But listen… I don't want to get into a blood bath over this issue. Live and
let live, I always say (well not really,… but it applies here in any case
<g>). And I agree with some of what you are saying. I just wish you wouldn't
offer knee-jerk reactions without putting them into some perspective for others
who may not have the same skills as you do.
My original remarks about Humanoid were intended primarily for Robert Ritger
and others like him, who were obviously frustrated about the human models
available. I was not attempting to make a wash over the whole 3D community, to
insidiuosly coerce them into buying my models. By the standard of originality
you've invoked, we'd have to say that a 3D user's work was not truly original
unless they *programmed* the 3D rendering software themselves. In fact, why use
3D software all? Wouldn't it be more `pure' for you to be using pencil and
paper, or brushes and oils?
Models can be a useful tool just like 3D rendering software is.
– Tim