Model Presentation


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= Model Presentation =

Lighting

 * [[Image:Model_Presentation$lighting_3pointbirn.png]] <> Three-Point Lighting for 3D Renderings - by Jeremy Birn <> How to create the classic Hollywood lighting scheme called three-point lighting.<><>
 * [[Image:Model_Presentation$lighting_richardyot.png]] <> LIGHT - a detailed tutorial - by Richard Yot <>A detailed dissection of real-world lighting.<><>
 * [[Image:Model_Presentation$lighting_advlightakram.png]] <> Advanced Lighting Techniques - by Amaan Akram <>Lighting for mood using basic lighting theories.<><>

High-Poly Models

 * [[Image:Model_Presentation$modelmat_volchik.png]] <>High Poly Material Rendering Tutorial - by Artem "X-Convict" Volchik<>Double-specular material setup in 3ds Max. Discussion and examples here in Polycount.<><<BR>>
 * [[Image:Model_Presentation$modelmat_gullotti.png]] <<BR>>MR materials for 3ds Max - by Enrico "SyncViewS" Gullotti<<BR>>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Discussion and examples here in Polycount.<<BR>><<BR>>
 * [[Image:Model_Presentation$modelmat_engineeringdraper.png]] <<BR>>Engineering Material - by Pete Draper<<BR>>Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.<<BR>><<BR>>

Low-Poly Models
Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using.


 * [[Image:Model_Presentation$modelmat_gamematerial-hall.png]] <<BR>> Current/Nextgen Game Material Rendering - by James Hall <<BR>>Lighting a normal-mapped model using 2-point lighting and ambient occlusion.<<BR>><<BR>>
 * [[Image:Model_Presentation$modelmat_3dsmax-viewport-dof_oberson.png]] <<BR>> Depth of field in the 3ds Max viewport - by Pior "pior" Oberson <<BR>> Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<<BR>><<BR>>
 * [[Image:Model_Presentation$modelmat_3dsmax-viewport-baked-shadows_oberson.png]] <<BR>> Baked shadow maps in the 3ds Max viewport - by Pior "pior" Oberson <<BR>> Self-shadowing can be easily baked in 3ds Max. However baking can be avoided in version 2009 onwards because Max now supports real-time dynamic shadowing in the viewport.<<BR>><<BR>>

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