Since our brains only have, like, a couple of megabytes of video memory (not exactly sure if that estimate is correct) when off psychedelics, 3D modeling and the faithful reproduction of the artist's intent shouldn't be possible. However, I have experienced (albeit in isolated, non-controlled environments) the transmission of full-HD scenes and rendered environments from brain to brain--or rather, from my server to their brains, as I am confident that a considerable amount of the "permanent" information I create is stored in some sort of collective unconscious "cloud storage."
In any case, it is only possible to fully view 3D objects in full color for a few seconds when off psychedelic drugs. I have never used any sort of psychedelic--and, for legal purposes, I do not advocate for their use (though I do think that they should be less illegal and should have a better, more easily contributed body of scientific literature, which, if pointing to a positive effect of any psychotropic drug, would lead to the invalidation of this disclaimer for moral and legal purposes). However, I do have a theory that LSD, DMT, and possibly psilocybin can allow for an experience of these 3D models in their full, video-game-eqse glory.
However, at my current visual processing capacity, which is greatly hindered by my antipsychotic medication--of which I am greatly thankful for, as they keep my thoughts from wandering into "unreal" territory which is mostly characterized by delusions about the glorious value of my ideas and a difficulty to keep my mouth shut on these psychic topics where it matters. As I am, on the strongest antipsychotic medication available to the public, I am able to view my non-psychedelically enhanced metaphysical activities in a light that is as logical and grounded as I can make it, par exception.
I have many stories to tell. But, this post is all about 3D modeling in imaginary space. Let me first discuss the properties of this imaginary space, as far as I can see. In it, it is possible to project a concept that is backed by memory and remembered experience in a way that makes it "visible" to yourself and anyone who happens to be logged in to the same space. For example, I imagine a car, and the impressions I get when I look at, ride in, and touch that car. All of those memories are collected together into an artificial experience that, in theory, at least, should be transferable from person to person, and should be able to exist independently from any one particular human being.
As I cannot see very much in my mind's eye, due to a variety of complications, I mostly experience my own 3D models as impressions and a simplified knowledge of where it is and what its aspects are. I have found, anecdotally, that when I bring other people to where I have placed these artifacts and models, they see them in full color and 3D. As one person put it, "like in a video game." That is the final goal of any psychic 3D modeling.
Now, on to a few hard rules about modeling in 3D+ in the psychic realm. First off, you don't have to be limited to simple appearance--though that is a topic for another post. Second off, it is easier to create natural objects and models that utilize anthropological motifs--for example, it is easier to create a model of a human avatar in iconic battle armor (my first creation was a direct copy of Saber from Fate/Stay Night, and by golly it worked), than it is to create a simple geometric shape. Using this software to model a cube or any shape made out of vertices and corners with faces that are not naturally shaped will lead to a blob that is constantly shifting, as if you have locked up psychic potential and it is trying to escape. Thus, the building blocks of these 3D models are not small points separated by vertices--in other words, a bottom-up approach to informational transformation--and, rather, are pared down from grand concepts.
This is how the modeling works: I want a red car. A red car appears, generic to your memory and without much in the way of "additional" transcription. Next: I want this car to be a Ferrari. The car morphs, and now it is stored in the "system" as a "red Ferarri car" instead of simply a "red car." The visual aspect of that car is taken directly from your memory. That is to say, modeling big, general things in this metaphysical system is easy and effortless. Modeling specifics--the small, more precise points--becomes more challenging as the design progresses in linguistic complexity. For example, it is easy to model a knight in shining armor and animate a couple of general attack functions (animation will have its own post), but it is hard to model a Germanic soldier with armor specific to a certain time period, marked with a special crest and possessing the ability to take off its armor, move in many specific ways, and have a shining reflection effect on its armor. It is even harder to build something that you have no memory of--as there is no way to build things "bottom-up" in this system.
However, 3D design in this world, both the creation and animation, is possible, and though it takes a lot of work--just like real 3D design--its rewards are a great, interesting, and palatable telepathic gaming experience.
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