Heck, if you've ever seen a movie by a company called Pixar, like Toy Story, you've seen seen Ed Catmull's work. ;)
His book is a good read too: https://smile.amazon.com/Creativity-Inc-Overcoming-Unseen-Inspiration/dp/0812993012?sa-no-redirect=1
The Jim Clark credited here also co-founded Netscape, which popularized the World Wide Web we know today.
So many pioneering advances, one after another.
I suppose Gumby was a natural choice for this matter, since the original clay stop-motion slides around. And years later, they could convincingly simulate the impections of organic media in the digital domain. How far we've come.
> How did they make humanoid models in the 90s? Was it done with a character creator? Did they often copy a generic model and alter it?
In the 1990s there wasn't really any single solution to this problem, everyone just came up with their own. It's possible there was some Japanese software I don't know about, but I always just attributed 1990s Japanese dominance in this area to tribal knowledge -- a lot of the same artists working on the same games with similar-looking characters. "Copy a generic model and alter it" is probably closest to the truth here. Making 3D models was a tough business in the 90s, there were no tools like zbrush and artists would almost always be working directly with the poly-optimized in-game model.
In other contexts (like prerendered images or animation), Poser was used a lot back then but it's my understanding it wasn't very popular with professionals. I don't think Poser was used much for games either, if at all.
I grabbed the sources from the pov-ray site and rebuilt them with MinGW 5.10.. basically I removed the video code from the IBM GCC port, and used that.
My i7-9700k at 4.66Ghz cranks it out in 8 seconds.
I still remember having this 286 I was given for free I used to run Pov-Ray on, the big thing was that I had QuickC for Windows so I could make a 'protected mode' version, and it had an 80287XL so it wasn't insanely slow, but it was the only machine I had with a floating point processor.
as always it's amazing how time moves on.
From the creator's website: >Rebel Ship is an animation of a space ship coming down to land at a platform. The platform is safely hidden from evil eyes in a dense evergreen forest. The only witness to this landing is the immense gas giant and the array of stars shimmering in the far distance. > I created the majority of this animation using Autodesk's 3D Studio. Just to clarify, POV-Ray was still used in the making of this animation. Sorry, I just can not create something without POV-Ray being used. Hrmm... In fact, most of the cool looking things were POV-Ray rendered and then composited into the final animation. The plasma jetting out of the space ship's engines, the gas giant, and the distant star field was done with POV-Ray. I primarily used Autodesk's 3D Studio to create this animation as I found that many of the large CG companies want people with Autodesk's 3D Studio experience. So I figured I'd see what all the commotion was about. Having now used Autodesk's 3D Studio, I can see why many companies would choose to create their graphics and animations with it. Regardless of this fact, I didn't like it enough to be converted. POV-Ray just has too much power.
From the artist's website:
>Rebel Ship is an animation of a space ship coming down to land at a platform. The platform is safely hidden from evil eyes in a dense evergreen forest. The only witness to this landing is the immense gas giant and the array of stars shimmering in the far distance. I created the majority of this animation using Autodesk's 3D Studio. Just to clarify, POV-Ray was still used in the making of this animation. Sorry, I just can not create something without POV-Ray being used. Hrmm... In fact, most of the cool looking things were POV-Ray rendered and then composited into the final animation. The plasma jetting out of the space ship's engines, the gas giant, and the distant star field was done with POV-Ray. I primarily used Autodesk's 3D Studio to create this animation as I found that many of the large CG companies want people with Autodesk's 3D Studio experience. So I figured I'd see what all the commotion was about. Having now used Autodesk's 3D Studio, I can see why many companies would choose to create their graphics and animations with it. Regardless of this fact, I didn't like it enough to be converted. POV-Ray just has too much power.
For anybody interested, you can get the newer version here, including older versions of Povray, as far as I can read, geon used version 3.01, and that is located in the 3.0 version of the folder. Enjoy and learn!
http://www.povray.org/download/ http://www.povray.org/ftp/pub/povray/Old-Versions/
Rudy Rucker used this image on the cover of the first edition of this book:
https://www.amazon.co.uk/4th-Dimension-Geometry-Reality-Hardcover/dp/B011SKA3UM