3D can be as simple as text or solids: simple or complex polygons: cubes, spheres, polyhedra.
Or it can be creatures, humans, animals, aliens.
Or it can be architecture, scenery, flora, fauna.
This is just the generation.
Then you have animation, at the extreme end: Ice Age, Hero 6, How to Train your Dragon, and so on.
As well as commercial advertising.
From those perspectives, both as designers and as vendors interested in finished products: ads, movies, "text"
is considered "amateur" in comparison. Something that's added to a scene or a product rather than an end in
itself.
One of, if not the simplest, test programs is "Hello World". Getting code to print the phrase. Text.
The most commonly used application of all in an Office Suite, isn't spreadsheets or databases. It's
the word processor: word - "text".
So, getting a program, 2D or 3D to print text seems a logical extension as an entry point into graphics.
Print your name, someone else's name, or a phrase and do something with it.
Immediately accessible and comprehensible.
Getting to the other aspects of 2D or 3D requires considerable more time, effort and application.
A good amount of what applies to other areas of 3D design and animation are equally applicable to
"text". Text is no less a manipulable object in 3D space than are creatures, flora, fauna, etc. They
can have materials, movement. They can be designed from scratch or manipulated six ways from
Sunday. They can have "after" effects - compositing - lighting, transparency, and so on.
To me "text" isn't just something to be read. Like anything else in 3D, it's an object which can be
manipulated.
What I've presented are the more common "printable" methods by which text is used.
"Text" as an object can easily be manipulated in OTHER equally printable means. Play with it
like silly putty - stretch it, warp it, mash it up.
There's mathematical programs: MathMod (similar to K3DSurf - Newer) and K3dSurf by which the author demonstrates that
text can be generated by mathematical formula:
http://abdelhamid394.blogspot.com/
Since digital comes down to 1's and 0's at it's simplest, one could argue it's ALL mathematical, but, I digress.
Kinetic Typography (Text in motion) also moves text out of the realm of JUST text:
http://www.creativebloq.com/typography/examples-kinetic-typo graphy-11121304
Not something that can readily be done PRINTABLE. Granted.
But it does involve rethinking "text" as just a static object and reimagining it as much like onamatopoeic
words such as "hiss" and "buzz" which SOUND like their meaning, why not words that LOOK like their
meaning: ROUND, SQUARE, TALL, LARGE, SMALL, FAT, SKINNY, EMPHASIS and so on. Bend it,
stretch it, rotate it. Apply a material or texture. Create it from scratch to suit your purposes. Now
THAT'S a PRINTABLE concept, within the constraints of what's possible to print.
So, that's an elaboration on the concept of "amateur" and why I think it's misguided.
Now, glad you've found my thoughts useful. Go have some fun!
(One other reason I might add for text being considered "amateur" is that, as the difference between
amateur and professional is "amateurs" are unpaid and there isn't the market out there for those
who dabble in text, however well crafted, as there is for the other aspects of 3D design by those
willing to pay. Ergo, if it's something you wish to make money at, "text" is just not profitable.)
I like working with text so, I accept my level of mediocrity if you will and the subsequent consequences.