Not really a Blender NPR post per se, but its a call for help. If - TopicsExpress



          

Not really a Blender NPR post per se, but its a call for help. If possible Id like help from my fellow Malaysians here such as Mr. Sage and Mr. Mclelun. I am to decide on a topic for a mini-research (not quite for a thesis, but more like writing a research paper like those youd find in academic journals) and I was thinking I might as well try to shed light on how to get NPR, specifically various cel-shade techniques, more involved in production pipelines. Not just for Blender but for 3DCG in general. Heres a little bit of a clue on my initial observation, at least from what I currently know: we over here in Malaysia have a lot of focus on PR even for animated series aimed for children (*cough*Upin Ipin*cough*), but I find it hard to find examples of notable NPR use on the other hand. At first I was quite curious, but as I contemplate further I find that myself is quite lacking on getting the right kind of information to even prove that my initial suspicion is any kind of percentage justified, that can thus spur more incentives for me to investigate further. In short, Im quite starved of information and have no idea on where to start. I was looking up various journals made accessible to me via my university, but either I cant even pop up the right keywords in my head (a.k.a not searching it right) or Im being too specific, or what Im looking for is so new nobody made any journal of it yet... or a combination of all. (Or I may have no idea on what Im looking for and I was doing it in hopes something will pop up in my head.) So in short, need pointers. P/S: To Mr. Sage or possibly anyone who can help, one more thing Im curious to know - Im looking for internship placements, and I know at least one other person besides myself who would rather stay with Blender as our 3D program than having to learn another one (psssttt Autodesk :p ) whod appreciate nice intel on where we can go. So, uh, help? :p
Posted on: Tue, 09 Dec 2014 15:22:10 +0000

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