in their ongoing mission of dominating all of their competition in the industry. Then in 2007, Autodesk acquired Skymatter Inc. Originally called Skymatter, it later made its sculpting and texture painting tools available to the public as a revolutionary solution for the time consuming tasks of making displacement and normal maps. Polygon limits were quickly evaporating as computer technology removed render restrictions and Weta Digital created Mudbox to help them make the Lord of the Rings trilogy. As the 3D art industry began to boom a decade ago, the software companies had to adapt to new and grandiose demands from the studios that were redefining what digital art was, and what it was capable of accomplishing. If it can keep up those speeds while continuing to add more presets and tools, SketchBook Pro will quickly be competing for the throne.ġ7. You can zoom all the way in, all the way out, and rotate the entire screen’s canvas exactly how you want in the middle of your workflow without any hiccups. Throw as much on the screen as you want without a single stutter. With its simple brush setup, awesome steady stroke tool, and incredibly helpful magnetic shape guiders, it’s hard to believe how much you can accomplish with a limited time budget. This is a program that really understands that a good artist doesn’t need 50 brushes and menu options to make good art, and that the most important thing for a new concept is to let an artist draw as much as possible as quick as possible. What it currently lacks in true power, it makes up for in speed. It still needs a few more versions of updates to propel it to the top of the charts against its competition, but it’s well on its way. Yes, Autodesk isn’t just dominating the 3D industry anymore, and with a few SketchBook Pro iterations under their belt in the past few years they’ve quickly assembled a digital drawing and painting application that’s essential for every form of 2D artist. Be it YouTube, Vine, or video ad popups, video content continues to rise as a top form of communication on the Internet, and GoAnimate hopes that Internet users – not just “artists” – from all walks of life embrace their tools to join in on the fun.ġ8. Some users have become so famous in its community that they can even make a living by selling their art props back to the community for widespread use. Sign up to their site and you have access to thousands of character models, scene backdrops, audio recording, lip-syncing features, and art asset props. GoAnimate: This Web software is a do-it-yourself animation package that has over five million users, and I’d bet half of them don’t even consider themselves “artists” because that’s how damn easy GoAnimate is to use. While it might not hold immense clout in the various animation industries, if you’re someone who is considering a related career path and don’t want to spend thousands of tuition dollars or hundreds of hours watching tutorials to find out if 3D animation is something you’d actually enjoy, then Poser is absolutely essential.ġ9. Poser gives you all of the 3D supplies you need, and the rest is up to you. Basically, Poser tries to solve this problem: “I’ve got 99 assets but an animation ain’t one.” If you want to make a 3D animation, steps 1 through 99 often all involve the advanced and tedious tasks of making the 3D characters, scenes, props, textures, lighting, and plenty of other lengthy dropdown menus that get in your way if all you want to do is animate. These are the twenty essential programs that every artist needs to consider training in to become the best in their industries.Ģ0. Over the years I’ve seen how no amount of impressive software can replace impressive individual skill, but in a competitive digital world where every artist has to fight to be the best, it’s imperative to have every possible advantage and always seek more experience in new software and techniques. With a degree in 3D graphics for game art and design, I have seen, studied, and experienced every aspect of the 2D and 3D video game industry. I’ve been professionally writing about the game, film, and tech industries for seven years.
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