3D Modeling and Animation as Artistic and Technical Practices

This paper examines 3D modelling and animation as hybrid practices that combine artistic intention with technical procedure. It explores foundational principles—geometry, materials, lighting, motion—and situates them within contemporary production pipelines used for videogames, virtual reality (VR) and cinematic animation. Through a cross-disciplinary perspective, the study compares offline (photoreal/film) and real-time (games/VR) workflows, highlights the role of game engines as both display and authoring environments, and discusses how aesthetic decisions are constrained and enabled by computational limits. Practical techniques such as polygonal modelling, sculpting, PBR texturing, rigging, and both keyframe and procedural animation are presented alongside recommended workflows, optimization strategies, and evaluation criteria for artistic quality. The paper also proposes a modular, repeatable pipeline for creating 3D content intended for interactive and non-interactive media, and it closes by identifying emerging trends—including AI-assisted generation, proceduralism, photogrammetry, and real-time cinematic rendering—that will shape the field.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-09-22
DOI
https://doi.org/10.5281/zenodo.17175077
Primary Topic
Geological and Geophysical Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

3D Modeling and Animation as Artistic and Technical Practices

Zenodo (CERN European Organization for Nuclear Research)
Geological and Geophysical Studies
article

3D Modeling and Animation as Artistic and Technical Practices

article en

Abstract

This paper examines 3D modelling and animation as hybrid practices that combine artistic intention with technical procedure. It explores foundational principles—geometry, materials, lighting, motion—and situates them within contemporary production pipelines used for videogames, virtual reality (VR) and cinematic animation. Through a cross-disciplinary perspective, the study compares offline (photoreal/film) and real-time (games/VR) workflows, highlights the role of game engines as both display and authoring environments, and discusses how aesthetic decisions are constrained and enabled by computational limits. Practical techniques such as polygonal modelling, sculpting, PBR texturing, rigging, and both keyframe and procedural animation are presented alongside recommended workflows, optimization strategies, and evaluation criteria for artistic quality. The paper also proposes a modular, repeatable pipeline for creating 3D content intended for interactive and non-interactive media, and it closes by identifying emerging trends—including AI-assisted generation, proceduralism, photogrammetry, and real-time cinematic rendering—that will shape the field.

Zenodo (CERN European Organization for Nuclear Research)
Openalex Percentile: Top 36%
Geological and Geophysical Studies
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