The Frustration (And Reward) With The 3D Visualisation Industry

As with any profession, there are moments of clarity and also discontent. Rather than look at everything with rose tinted glasses, lets ask Adam (Blundell) where his frustrations are within the 3D visualisation world.

Here are Adam’s four reasons for frustration.

1) Time

The biggest frustration that sits at the top of the tree, that is the same for anybody, no matter what profession, is time. I’m not talking about the lack of time from poor planning, but to create great work needs an allocation.

For anyone that is not aware of the CGI build process this is completely understandable, as to many people this is unchartered territory. Modelling can become a time intensive investment. As a guide, a model may have many levels of complexity and once a model is designed there is the challenge with lighting to create a perfect setting that represents the initial vision.

As a 3D visualiser, I am constantly asking questions about the composition and the best ways to accentuate detail. Whilst we all enjoy an element of artistic expression, we have to be well aware of time restraints and the brief we are working to.

 

2) Technology

Technology is something that we all embrace and have to be constantly tuned in to how the 3D visualisation landscape is changing.

With any software updates there are invariably coding changes that can take time to make the whole package smooth. With any introduction of new software, teething problems can occur, when you have invested resources into an updated way of working.

As mentioned in point one, time helps us set an agenda and goal, but can also become a frustration. Time has no warm arm to put around you, in times of complication. No one can get time back when a computer crashes whilst working with a complex rendering.

 

3) Clarity

In any profession, when there is a lack of clarity to assist initial guidance, it can sometimes take you in a direction that becomes wasteful (see point one).

For any project to be regarded as a resounding success, the more information provided the clearer the objective. From references, links, images and similar examples these all contribute to the overall goal.

It’s the same in any project we take on, from constructing a piece of flat pack furniture for our homes to flying the model airplane. If there is no instruction and we rely on assumptions and our own interpretations, the end result may be pretty underwhelming and not cost effective.

 

4) Quality

The 3D visualisation is an industry where there is a thin line between what is average and what is visually stunning.

It is always open to interpretation, but being part of an industry that I love, I see work that makes me think, “why didn’t you look at it like this?’ For instance, residential images where sunlight is head on to a property, can flatten an image. Why not show depth by positioning sunlight to the side and show shadows and accentuate brickwork texture?

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THE BIGGEST KICK I GET

The blank canvas that all 3D visualisers have is a great place to be. From my perspective, everything that I create, I ask myself, “how would I like to see this in a photograph?”

I believe that we have to put ourselves in the shoes of the person viewing the image.  Where should the camera be placed? What time of day would the image look the best? What would make the surrounding environment compliment the main focus?

Their maybe frustrations, similar to any job. The sense of fulfilment when creating a piece of work that helps tell a story and enhance a product in the eyes of an audience, outweighs the niggles and hindrances we all have.

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