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A CG artist is a digital artist that creates computer generated images(CGIs) for all types of multimedia. This can include 2D work or 3D assets that are used in games or animation.
CG艺术家是为所有类型的多媒体创建计算机生成的图像(CGI)的数字艺术家。这可以包括在游戏或动画中使用的 2D 作品或 3D 资源。
Getting more specific, 2D assets are usually made using Adobe Photoshop or similar software and are usually used as textures or UIs(user interfaces/menus) in games. These assets can also be standalone digital artwork that can be used as marketing materials.
3D assets are mostly the models and digital properties that make the assets within a game or other interactive media. CG artists have a ton of software to pick from but some of the most common are Blender, 3DS Max, and Maya.
And these 3D assets can also be used to produce 2D renders that can then be used in the same way for promo material, packaging, etc.
更具体地说,2D资源通常是使用Adobe Photoshop或类似软件制作的,通常用作游戏中的纹理或UI(用户界面/菜单)。这些资产也可以是独立的数字图稿,可用作营销材料。
3D资产主要是在游戏或其他交互式媒体中制作资产的模型和数字属性。CG艺术家有大量的软件可供选择,但一些最常见的是Blender,3DS Max和Maya。
这些3D资产也可用于制作2D渲染,然后可以以相同的方式用于促销材料,包装等。
CG Images
CGI images have a large use case in many different sectors, and as such are in high demand by many companies. CG artists are definitely doing well in the market at the moment because of the business applications too(for example, architecture or city planning).
There are many companies that specialize just in this area for architectural firms producing marketing images for potential buyers or investors.
CG图片
CGI图像在许多不同的领域都有很大的用例,因此许多公司都有很大的需求。CG艺术家目前在市场上肯定做得很好,因为商业应用也是如此(例如,建筑或城市规划)。
有许多公司专门从事这一领域的建筑公司,为潜在买家或投资者制作营销图像。
CGI assets are very useful for products too, especially those that are still in the design phase.
These images are used to get a proper visualization of the product and see if it fits for the purpose, and used to help make design decisions early on.
Many architects and product designers shy away from traditional blueprints and opt for using CAD (computer aided design) software to produce their design documents.
CGI资产对于产品也非常有用,尤其是那些仍处于设计阶段的产品。
这些图像用于获得产品的正确可视化,并查看它是否适合该目的,并用于帮助尽早做出设计决策。
许多建筑师和产品设计师回避传统的蓝图,选择使用CAD(计算机辅助设计)软件来制作他们的设计文档。
Much like the difference between traditional art tools vs. software like Photoshop, the additional flexibility in digital CG software is invaluable.
3D software can produce hyper realistic images with their abilities to calculate how lighting and reflections behave. This can make them actually more sought after than photography for some products, as it removes all the limitations from a physical camera or lighting.
A good example of this is getting crystal clear macro shots with no heavy blurring elsewhere in the image. And that’s just one example of CG work in a business-focused area.
就像传统美术工具与Photoshop等软件之间的区别一样,数字CG软件的额外灵活性是无价的。
3D软件可以生成超逼真的图像,并能够计算照明和反射的行为。对于某些产品来说,这实际上可以使它们比摄影更受追捧,因为它消除了物理相机或照明的所有限制。
一个很好的例子是获得水晶般清晰的微距照片,图像中的其他地方没有严重的模糊。这只是CG在以业务为中心的领域工作的一个例子。
Animation
Both 2D and 3D assets can be used to produce animation which can be superimposed into live action footage for films and video.
Maybe the best example is 1996’s liveaction + animated film “Space Jam”.
But these assets can also be used as standalone videos or films if that is more fitting to the chosen art style.
Examples of these include more recent animations(“Princess and the Frog”, “The SpongeBob Movie” etc.) or even some newer films by DreamWorks made in 3D (“Toy Story”, “Shrek”, etc.)
动画
2D和3D资产都可用于制作动画,这些动画可以叠加到电影和视频的实时动作素材中。
也许最好的例子是1996年的liveaction+动画电影“Space Jam”。
但是,如果这些资源更适合所选的艺术风格,也可以用作独立视频或电影。
这些例子包括最近的动画(“公主与青蛙”,“海绵宝宝电影”等),甚至是梦工厂用3D制作的一些较新的电影(“玩具总动员”,“怪物史莱克”等)。
Animation is a very important tool in a CG artist’s toolbox. It can be used to convey far more information than a standard still image, and CG animation is generally cheaper than traditional 2D animation.
动画是CG艺术家工具箱中非常重要的工具。它可以用来传达比标准静止图像更多的信息,CG动画通常比传统的2D动画便宜。
With 3D techniques you can tell an engaging story and build up entire worlds, all while creating re-usable assets and a streamlined process.
But with these benefits comes a drawback of time.
借助 3D 技术,您可以讲述引人入胜的故事并构建整个世界,同时创建可重用的资源和简化的流程。
但这些好处带来了时间上的缺点。
Producing a single 3D image takes much less time than a full 3D animation. And in context where movement is absolutely needed, live action can also be produced faster (and potentially for cheaper).
While 2D animation is still a common practice in certain studios (such as Studio Ghibli), the modern advancements in computation power and workflow makes it cheaper and more viable to produce 3D on a larger scale.
生成单个 3D 图像比生成完整的 3D 动画花费的时间要少得多。在绝对需要运动的情况下,实景动作也可以更快地产生(并且可能更便宜)。
虽然2D动画在某些工作室(如吉卜力工作室)中仍然是一种常见的做法,但计算能力和工作流程的现代进步使得在更大范围内制作3D更便宜,更可行。
This is why there seems to be a much lower number of 2D animated films coming out now compared to 20 years ago.
Even Disney, the company that led the revolution of 2D animated feature films, seems to be distancing itself from this business model having only released two 2D animated feature films in the last 10 years.
这就是为什么与20年前相比,现在出现的2D动画电影数量似乎要少得多。
即使是引领2D动画长片革命的公司迪士尼,似乎也在与这种商业模式保持距离,在过去10年中只发行了两部2D动画长片。
Games/Interactivity
CG art is always very important if the product requires interactivity. Or if you are making a game(naturally) since live action footage is very limiting for video games.
2D art used to be the only way to produce video games, if you can remember arcades and the NES/SNES era.
游戏/互动
如果产品需要交互性,CG艺术总是非常重要。或者,如果您正在制作游戏(自然),因为实时动作镜头对于视频游戏来说非常有限。
2D艺术曾经是制作视频游戏的唯一途径,如果你能记住街机和NES / SNES时代的话。
With the limited technology at the time only allowing a certain number of pixels to be displayed at any one time, it meant 3D/CG could be used for models but not in-game assets.
由于当时的技术有限,只允许在任何时候显示一定数量的像素,这意味着3D / CG可以用于模型,但不能用于游戏内资产。
But with tech growth we now see most big budget modern games opt for 3D assets.
Granted 2D games are made by smaller development studios now as passion projects like “Cuphead”. But the real AAA titles all use CG artists for their production.
Most big budget game studios want to try and make their games as realistic looking as possible since graphics engines can handle it.
This means they all use 3D assets for the most part; taking advantage of their game engine’s rendering to calculate realistic lighting in real time.
但随着技术的发展,我们现在看到大多数大预算的现代游戏都选择3D资产。
当然,2D游戏现在由较小的开发工作室制作,作为“Cuphead”等激情项目。但真正的AAA级游戏都使用CG艺术家进行制作。
大多数大型预算游戏工作室都希望尝试使他们的游戏看起来尽可能逼真,因为图形引擎可以处理它。
这意味着他们大部分时间都使用3D资产。利用其游戏引擎的渲染来实时计算逼真的光照。
Note that CG art doesn’t just have to be used in games; they are widely used in other interactive media as well, such as training applications or marketing material.
Next time you fly check out the onboard in-flight media console—many of the instructional videos are complete 3D animations with some interactive games too.
请注意,CG艺术不仅必须在游戏中使用;它们也广泛用于其他互动媒体,例如培训应用程序或营销材料。
下次飞行时,请查看机上机上媒体控制台 - 许多教学视频都是完整的3D动画,还有一些互动游戏。
About CG Artists
As you can see, the term “CG artist” is quite broad used for multiple disciplines. But it really boils down to mean one thing: an artist that creates graphics & assets using a computer.
You do not have to be specialised in everything to become a CG Artist. In fact it may actually be better to focus in one area and be known for that specialty.
关于CG艺术家
如您所见,“CG艺术家”一词被广泛用于多个学科。但它实际上归结为一件事:一个使用计算机创建图形和资源的艺术家。
你不必专注于所有事情才能成为CG艺术家。事实上,专注于一个领域并因该专业而闻名实际上可能更好。
I think it’s almost always better to specialize into a smaller subset of CG art so you can spend more time practicing and improving that particular skill.
For example, at Disney they have divisions of artists. Some may just work on 2D storyboarding creating digital story panels, and others may just work as 3D character animators.
我认为专注于CG艺术的较小子集几乎总是更好的,这样你就可以花更多的时间练习和提高这个特定的技能。
例如,在迪士尼,他们有艺术家的部门。有些人可能只是在2D故事板上创建数字故事面板,而另一些人可能只是作为3D角色动画师工作。
These are very different job roles but they can both still be considered CG artists.
For better or for worse, the traditional mediums of producing art are on the downturn in large scale operations due to the rise in CGI.
The many benefits of producing work digitally are outweighing the more dated methods of producing art, even if they may lack a certain charm in doing so.
CG is easier to transfer or copy, and these graphics are easier to go back and edit. They can be easier or cheaper to produce and depending on what the end goal is, production can look far superior than hand-painting animation cels one by one.
这些都是非常不同的工作角色,但他们仍然可以被认为是CG艺术家。
无论好坏,由于CGI的兴起,传统的艺术生产媒介在大规模运营中处于低迷状态。
以数字方式制作作品的许多好处超过了更过时的艺术制作方法,即使它们这样做可能缺乏一定的魅力。
CG更容易传输或复制,这些图形更容易返回和编辑。它们可以更容易或更便宜地生产,并且根据最终目标是什么,生产看起来远远优于手绘动画cels。
The CG industry isn’t going anywhere so if you’re interested then now’s the time to get into it.
But I hope this helps give a better understanding as what CG art actually is, and what CG artists do in their day-to-day work.
CG行业不会去任何地方,所以如果你有兴趣,那么现在是时候进入它了。
但我希望这有助于人们更好地理解CG艺术到底是什么,以及CG艺术家在日常工作中做了什么。
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