3D takes Off
Excerpt from the book 'Digital Beauties' by Julius Wiedemann
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We have seen 'virtual idols' in Japan become game characters, singers, and models, with careers more meteoric than those of human media darlings. In the entertainment industry- arguably the fastest growing industry on the planet- computer graphics and digital manipulation are standard tools of the trade. But we have yet to see interactivity in its extreme. With digital models popping up (some already contracted to renowned modeling agencies such as Elite), a whole new approach will be taken in the coming years. In Japan, so-called 'virtual idols' ('idol' being the operative term in Japan for bright young faces in the middle of their 15 seconds of allotted fame) have been doing advertising campaigns for automobile companies and internet service providers. They are no longer the exclusive properties of computer graphics magazines.
With the vast increase of capabilities of even home computers and their software in the past few years, computer graphics have become accessible to all. Many Hollywood effects of one or two years ago can be done at home on a laptop. Professionals in the industry are pushed to move towards an even higher quality every year. The realism of the new graphics in the movies and games becomes so immediate to our senses that our minds start losing points of reference. At home, and in the movie industry, professionals take months and sometimes years to develop their creations since they seek the highest quality possible and use hardware and software on the cutting edges of technology.
Digital Beauties is the first worldwide printed reference for creations of female digital characters (and their variations) using computer graphics. Some artists are dedicated to fine art, some to producing cutting edge digital models for fashion, and others to creating virtual idols to appeal and interact with people. Their creators design virtual beauties to tell stories, entertain and excite. In the world of cyber and virtual sex, digital characters have been used to appeal sexually to the public, mainly on the Internet.
Page 1 2 3
Page 1 2 3
We have seen 'virtual idols' in Japan become game characters, singers, and models, with careers more meteoric than those of human media darlings. In the entertainment industry- arguably the fastest growing industry on the planet- computer graphics and digital manipulation are standard tools of the trade. But we have yet to see interactivity in its extreme. With digital models popping up (some already contracted to renowned modeling agencies such as Elite), a whole new approach will be taken in the coming years. In Japan, so-called 'virtual idols' ('idol' being the operative term in Japan for bright young faces in the middle of their 15 seconds of allotted fame) have been doing advertising campaigns for automobile companies and internet service providers. They are no longer the exclusive properties of computer graphics magazines.
With the vast increase of capabilities of even home computers and their software in the past few years, computer graphics have become accessible to all. Many Hollywood effects of one or two years ago can be done at home on a laptop. Professionals in the industry are pushed to move towards an even higher quality every year. The realism of the new graphics in the movies and games becomes so immediate to our senses that our minds start losing points of reference. At home, and in the movie industry, professionals take months and sometimes years to develop their creations since they seek the highest quality possible and use hardware and software on the cutting edges of technology.
Digital Beauties is the first worldwide printed reference for creations of female digital characters (and their variations) using computer graphics. Some artists are dedicated to fine art, some to producing cutting edge digital models for fashion, and others to creating virtual idols to appeal and interact with people. Their creators design virtual beauties to tell stories, entertain and excite. In the world of cyber and virtual sex, digital characters have been used to appeal sexually to the public, mainly on the Internet.
Page 1 2 3
