Exactly you just said what I said and to be able to view your 3D models in a viewport they are rendered through an OpenGL buffer and to view the output of your 3D work you have to render it to an image, the larger the image the more processing is needed to compute it. Also textures have to match the resolution of the output otherwise you get pixelated textures.
I am the digital effects supervisor for a studio. I am also heading up our transmedia division and have toured and dealt with some of the top game companies in the industry. I built the pipeline at our studio. This year alone my credits include Real Steel, Cowboys and Aliens, Green Lantern, Pirates of the Caribbean: On Stranger Tides and Fast Five. I have worked with just about every major studio in the world including ILM, Weta, and Digital Domain.
I am not just making this stuff up. Movie studios and game development houses are not creating content on consumer systems. You do know that for games much of the lighting and detail was pre-computed on high-end hardware on highly detailed high-poly models and saved as normal maps for the poxy game models, so complex 3D games are not being developed on consumer systems. Our games we working on are nowhere near as complex Infinity Blade or Rage or even high-end console and computer games and development taxes our 2010 Intel Mac Pros. Many of us in the industry are literally itching for new professional systems to come out so we can upgrade all our Mac Pros because they are really starting to feel very slow for our needs.
So if you can tell me in all your experience working in either of these industries, you do have experience right, that people are using Airs and Netbooks to develop this stuff then I will concede. I have never ever seen it at any studio I have been at from design houses, to commercial studios, to film studios, to game development houses. Never, not seen it even once.
What professional experience do you have to tell us what systems work for the type of work we are actually doing day in and day out?
I am the digital effects supervisor for a studio. I am also heading up our transmedia division and have toured and dealt with some of the top game companies in the industry. I built the pipeline at our studio. This year alone my credits include Real Steel, Cowboys and Aliens, Green Lantern, Pirates of the Caribbean: On Stranger Tides and Fast Five. I have worked with just about every major studio in the world including ILM, Weta, and Digital Domain.
I am not just making this stuff up. Movie studios and game development houses are not creating content on consumer systems. You do know that for games much of the lighting and detail was pre-computed on high-end hardware on highly detailed high-poly models and saved as normal maps for the poxy game models, so complex 3D games are not being developed on consumer systems. Our games we working on are nowhere near as complex Infinity Blade or Rage or even high-end console and computer games and development taxes our 2010 Intel Mac Pros. Many of us in the industry are literally itching for new professional systems to come out so we can upgrade all our Mac Pros because they are really starting to feel very slow for our needs.
So if you can tell me in all your experience working in either of these industries, you do have experience right, that people are using Airs and Netbooks to develop this stuff then I will concede. I have never ever seen it at any studio I have been at from design houses, to commercial studios, to film studios, to game development houses. Never, not seen it even once.
What professional experience do you have to tell us what systems work for the type of work we are actually doing day in and day out?
No, 3D does not exist as a hologram, it exists usually as a bunch of vertexes in a resolution independent coordinate system called a viewport that can then be rendered to a final bitmap image format by a renderer that converts 3D space coordinates and all texture mapping information, stencil buffers, lighting information, shading and blending into pixels to fit the output resolution as selected by the user.
Resolution is a product of the final render, not the actual production of 3D content.
And my games example was laughable ? You're saying a Mac Pro is required to make 3D games for iOS ? For the Nintendo 3DS ? No frankly. 3D software packages can run very well on lesser computers to make very adequate models for these platforms. Not all 3D work requires full fledged workstations anymore, a lot of it can be done for very complex projects that target lesser platforms on lesser computers.
Again, you need to understand that your high-end post work is a niche. These niches are becoming more and more scarce as time goes by as far as the need for Mac Pros go. There will come a time when Apple won't want to fund products for your particular niche.