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kglast Sunday at 10:20 PM0 repliesview on HN

> It (3d asset creation) practially hasn't changed much since ~1995.

I don't think this is strictly true, not only are there new approaches to modeling like mudbox and such, but the nature of the assets people are creating is meaningfully different in 2026 than it was in 1995. The polycounts are orders of magnitude higher, the way you texture and shade the models is different, etc.

And then the actual hardware being used to render the finished assets is very different - it's much faster, it has dedicated acceleration for rasterization and ray/path tracing, etc. Fewer compromises are necessary to deliver your 3D assets to the viewer than back in 1995 and it's cheaper to deliver them.

It's true that a lot of the fundamentals haven't changed though. I'm not sure that's a bad thing.