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− | * Return to [[Polycount|Main Page]]<<BR>> Return to [[Category:Modeling]] | + | * Return to [[Polycount|Main Page]]<br> Return to [[Category:Modeling]] |
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| = Model Presentation = | | = Model Presentation = |
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− | == Lighting ==
| + | * attachment:modelmat_volchik.png <br>[http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm High Poly Material Rendering Tutorial] - by ''[http://www.artemstudios.com Artem "X-Convict" Volchik]''<br>Double-specular material setup in 3ds Max. Discussion and examples [http://boards.polycount.net/showthread.php?t=60887 here in Polycount].<br><br> |
− | * [[Image:Model_Presentation$lighting_3pointbirn.png]] <<BR>> [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] - by ''[http://www.3drender.com Jeremy Birn]'' <<BR>> How to create the classic Hollywood lighting scheme called three-point lighting.<<BR>><<BR>> | + | * attachment:modelmat_gullotti.png <br>[http://boards.polycount.net/showthread.php?t=69829 MR materials for 3ds Max] - by ''[http://www.aliquaforma.com/ Enrico "SyncViewS" Gullotti]''<br>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Discussion and examples [http://boards.polycount.net/showthread.php?t=69829 here in Polycount].<br><br> |
− | * [[Image:Model_Presentation$lighting_richardyot.png]] <<BR>> [http://www.itchy-animation.co.uk/light.htm LIGHT - a detailed tutorial] - by ''[http://www.itchy-animation.co.uk Richard Yot]'' <<BR>>A detailed dissection of real-world lighting.<<BR>><<BR>> | + | |
− | * [[Image:Model_Presentation$lighting_advlightakram.png]] <<BR>> [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] - by ''[http://warpedspace.org Amaan Akram]'' <<BR>>Lighting for mood using basic lighting theories.<<BR>><<BR>>
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− | == High-Poly Models ==
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− | * [[Image:Model_Presentation$modelmat_volchik.png]] <<BR>>[http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm High Poly Material Rendering Tutorial] - by ''[http://www.artemstudios.com Artem "X-Convict" Volchik]''<<BR>>Double-specular material setup in 3ds Max. Discussion and examples [http://boards.polycount.net/showthread.php?t=60887 here in Polycount].<<BR>><<BR>>
| + | * Return to [[Polycount|Main Page]]<br> Return to [[Category:Modeling]] |
− | * [[Image:Model_Presentation$modelmat_gullotti.png]] <<BR>>[http://boards.polycount.net/showthread.php?t=69829 MR materials for 3ds Max] - by ''[http://www.aliquaforma.com/ Enrico "SyncViewS" Gullotti]''<<BR>>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Discussion and examples [http://boards.polycount.net/showthread.php?t=69829 here in Polycount].<<BR>><<BR>>
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− | * [[Image:Model_Presentation$modelmat_engineeringdraper.png]] <<BR>>[http://www.xenomorphic.co.uk/doc_engineering.htm Engineering Material] - by ''[http://www.xenomorphic.co.uk Pete Draper]''<<BR>>Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.<<BR>><<BR>>
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− | == Low-Poly Models ==
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− | Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using [[Category:Shaders|shaders]].
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− | * [[Image:Model_Presentation$modelmat_gamematerial-hall.png]] <<BR>> [[attachment:currentnextgengamematerialrendering_jameshall.jpg|Current/Nextgen Game Material Rendering]] - by ''[http://shortfus3d.com James Hall]'' <<BR>>Lighting a normal-mapped model using 2-point lighting and ambient occlusion.<<BR>><<BR>>
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− | * [[Image:Model_Presentation$modelmat_3dsmax-viewport-dof_oberson.png]] <<BR>> [[attachment:3dsmax-viewport-dof_oberson.jpg|Depth of field in the 3ds Max viewport]] - by ''[http://www.pioroberson.com/ Pior "pior" Oberson]'' <<BR>> Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<<BR>><<BR>>
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− | * [[Image:Model_Presentation$modelmat_3dsmax-viewport-baked-shadows_oberson.png]] <<BR>> [[attachment:3dsmax-viewport-baked-shadows_oberson.jpg|Baked shadow maps in the 3ds Max viewport]] - by ''[http://www.pioroberson.com/ 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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− | <<BR>>
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− | * Return to [[Polycount|Main Page]]<<BR>> Return to [[Category:Modeling]] | + | |