> it is very refreshing to see such a generous take.
Thanks. I agree with what you've said. Creating at a high level IS hard. We should all strive to begin online interactions from a default position of grace, charity and generosity - especially when it comes to 'hot take' opinions on creative work. As creators ourselves, it helps to remember we don't know the constraints, budgets, time frames, tools or client direction other creatives were working under. It also helps to have been around long enough to have one's once strongly held opinions gradually become obviously wrong over time :-)
As for evaluating CGI Tarkin in particular, I think the only fair way to assess that work is by first putting it in historical context, as it was created nearly 10 years ago now. It needs to be interpreted as a significant step in the long evolution of trying to create photo realistic CGI digital humans. Starting with, for example, this humorous 1988 Siggraph video which plays even the idea of Synthetic Actors for laughs (https://www.youtube.com/watch?v=nzRluq7_45c). Watching that clip today, I realize it's almost impossible to see it with 1988 eyes - even though I was in the audience at that Siggraph Film and Video Show and remember being very impressed by the quality achieved. The progress over just a dozen years when I saw Final Fantasy: The Spirits Within on opening weekend was remarkable to my 2001 eyes (https://www.youtube.com/watch?v=mrzIRXJNXkM). Although that film is best known today as the most widely seen poster child for the term "Uncanny Valley", it also deserves respect for being the first major feature film to achieve the level of quality necessary to 'discover' the uncanny valley. Given this historical rate of progress, it shouldn't be too surprising that 2016's pre-rendered CGI Tarkin is already matched by the best of 2024's real-time games (https://www.youtube.com/watch?v=cpsRNCKiVCk).
To me, film CGI should be evaluated no differently than other types of CG creative works, as they're all based on new, rapidly evolving technologies and tooling. For example, arcade and console games. Back around 20 yrs ago, I can remember some guys I knew bagging on 80s console and arcade games as "low-res, pixely crap" compared to their then state-of-the-art PS2s. Yet today notable examples of early pixel art are considered pure and beautiful, with the look of many of those classic games now being revered by millions of gamers - not for their perfection but for their artistic excellence in spite of their technical limitations. Fortunately, while my early-2000s friends were busy dissing low-res 'crap', I was busy finishing my collection of well over a hundred different 80s and 90s home computers and gaming consoles (including every model of Atari, Commodore, Radio Shack, Sinclair, Amstrad, Spectrum, etc). And I acquired them either for free or for less than $25 at thrift stores and eBay. So, occasionally maintaining historical perspective in the face of trendy hot takes can even pay off... :-)