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000097_owner-lightwave-l _Sun Jun 19 08:05:07 1994.msg
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Received: by netcom.com (8.6.8.1/SMI-4.1/Netcom) id HAA17583; Sun, 19 Jun 1994 07:48:15 -0700
Received: by netcom.com (8.6.8.1/SMI-4.1/Netcom) id HAA17572; Sun, 19 Jun 1994 07:48:12 -0700
Date: Sun, 19 Jun 1994 07:48:12 -0700 (PDT)
From: Marcel Valcarce <marcelv@netcom.com>
Subject: Re: Lightwave Modeler
To: lightwave-l@netcom.com
In-Reply-To: <9406170030.1.18808@cup.portal.com>
Message-ID: <Pine.3.89.9406190718.A16557-0100000@netcom11>
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On Fri, 17 Jun 1994 Jeric@cup.portal.com wrote:
>
> I've found that print and other 2d designers are (generally) really
> stuck in the mud about 3d, and generally make real "proscenium" type
> animations. Boooorrrrriiiinnnng.
>
> Sculptors and film-makers seem to catch on faster.
>
While it is true that 3D art is very different from 2D work, I think
there is a definate benefit to having good 2D design skills before trying
3D work. After all your images will be viewed on a 2D screen, and good
composition still applies.
One nice way for a 2D artist to break into 3D is to start out with a 2D
design and then import the art into lightwave (using something like Pixel
3D). Once in lightwave you can add dimension, and other effects to the
object. This is a good way to learn some of the basics, and I think it's
a method we've all used at some time or another.
- Marcel Valcarce
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~ "To err is human, to really F^%@ things up requires a computer" ~
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