Hand rendering techniques and teachings, have always been central to display graphics and visual arts design. Long before modern man ever arrived on the scene, hand renderings and drawings appeared on the walls of ancient caves, and were thought to represent our thoughts and imagination through artistic physical manifestations. This became the medium through which the art of drawing was first pioneered.
Along with the appearance of graceful flowing movements are the
underlying intrinsic idiosyncratic imperfections of stroke and movement,
which are characteristically inherent to hand renderings, exclusively.
These designs cannot be exactly duplicated, nor precisely replicated, by
any state-of-the-art rendering computer software produced today. In
that sense, hand renderings will always be unique.
As long as human life exists, there will always be hand renderings, they
are here to stay, and will never go away. Classical hand rendering are
still broadly used in defined areas of artistic work. Some examples
would be: historic renderings, public and private art, galleries and
exhibit works, including a variety of advertising mediums, and the list
goes on. Hand renderings will continue to be used in varying degrees.
This is especially true of candid reality drafts, along with various
sketch/drawing practices including hand cartoon/amusement (but not
limited to). These and other mediums will continue to rely on hand
rendering techniques. Some use both, in concert to create one-of-a-kind
interrelated hybrid works for both true and existential production and
design. Technology may experience greater inclusion and integration at a
later date. However, purists do not wish to see any amalgamation or
mixture of what many consider to be two completely separate worlds of
art and design. So, from early Paleolithic cave paintings, to
Fantasmagorie, to pixilation and Chinese Zoetrope, hand renderings
whether new or old will always be part of the fabric of art.
However, with the advent of design software and advancements in
animation/automation/modeling and display technologies and techniques,
entire areas have opened up within technological realms that traditional
hand renderings cannot begin to compare to. This is not to say that
software/applications/programs are unable to come close to the artistic
form that remains "hand rendering," however, the scale and metamorphic
evolution of computer software and applications, open up an entirely new
universe. A realm within a realm; inside a reality within itself.
Something so spectacular and moving unlike anything ever created before
on earth. That’s what technology and advanced software and computer
rendered designs brings you.
Hand rendering techniques were long been believed to be a required core
element in understand the development the art and specialization of
advanced computer design, rending and modeling. However, with the
immersion of computers and technology, the belief that one's skills be
rooted or mired in hand rendering and its constituent components, has
lost much of the footing it once had. When we compare the results of
those who were reared within the world of hand renderings, versus those
whose rearing was almost completely 100% computer application based, it
appears any perceived disparity of skills that may have once believed
existed, has virtually disappeared. The playing field is not only "even"
these days, but those mired in advanced digital technology and computer
application based modalities, believe those reared in a digital
environment have surpassed the arts rudimentary beginnings.
Advancements in animation technology have completely revolutionized the
nature of design visualization and expectations of clientele. What we
are finding as the predominate theme within today’s business customers
and professionals, is an expectation in which advanced cutting edge
technological solutions are necessary for the production of their
designs, concepts and projects. And, in a real sense, they have come to
demand that “the best that technology has to offer” is the standard,
rather than the exception.
Let’s take a look at a few active solutions:
3ds Max is one of the premier modeling rendering and robust animation
packages around today. Some of the additional features of the product
include subsurface scattering ambient occlusion which are variations of
3ds Max's shaders. This is a very powerfully designed software package
that incorporate the latest advances in rendering modeling and animation
techniques and has met with rave reviews from industry experts. Graphic
designers, as well as engineers, visualization specialists, effects
artists, game developers and architects are among a few that have
greatly benefited from 3d Max. The functionality of composition coupled
with display and rendering variations give artists and specialists
infinite variations of designs.
Cinema 4D is another powerful and extremely diverse software solution's
for designers, artist and other specialists with a need for stellar
compositions and renderings on a professional level. Cinema 4D has
successfully incorporated polygonal subd modeling that is combined with
other features such as advanced textural, and lighting rendering
techniques. Cinema 4Dt has been used by HHVISION to create stadium
designs as part of the 2022 FIFA World Cup's advanced event planning and
preparation committee, which is scheduled to be held in Qatar in 2022.
Source files can be easily imported and integrated into Cinema 4D to
render scenes of ultra high complexity, and with stunning visualization
effects and accuracy. Utilizing Cinema allowed 4D HHVISION to not only
come in ahead of the deadline for submissions to the committee, but
provide a completed solution that it believes will have a positive
affect and outcome on the committee's decision.
Maya is a third professional product for 3d animation and modeling. It
is a professional application that has been used for visual effects in
major motion pictures, game development and related architecture
applications. The user defines his or her workspace which allows one to
edit the or create scene elements which be saved in multiple formats.
Scenes derive their element's from node-based architecture. As such,
each individual scene establishes as its own attributes, and
customization within multiple planes and dimensions. The final result is
a networking platform whose nodes are interdependently based upon the
action of one another.
When all is said and done nothing no hand rendering can compare to the
visual animation, modeling and architectural design and the unlimited
array of visual representations and values that computer art and
graphics can produce. Hand rendering will also be a very basic classic
art which possesses a character and charm all its own. It that vein, one
hopes the medium will never cease to exist. However when advanced
design is a necessity, and when speed is also an important factor,
computer based animation, modeling and rendering cannot be touched, and
will only progress and further evolve as time transpires.