Difference between revisions of "Model Presentation"

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= Model Presentation =
 
= Model Presentation =
 
* 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>
 
* 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>
 
* attachment: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>
 
  
 
== Lighting ==
 
== Lighting ==
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* attachment: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>
 
* attachment: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>
 
* attachment: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>
 
* attachment: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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* 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>
 +
* 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>
 +
* attachment: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 [wiki:Self:Category:Shaders shaders].
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* attachment: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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* attachment: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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* attachment: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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* Return to [[Polycount|Main Page]]<br> Return to [[Category:Modeling]]
 
* Return to [[Polycount|Main Page]]<br> Return to [[Category:Modeling]]

Revision as of 08:10, 29 April 2010

Model Presentation

Lighting

High-Poly Models

Low-Poly Models

Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using [wiki:Self:Category:Shaders shaders].

  • attachment:modelmat_gamematerial-hall.png
    [attachment:currentnextgengamematerialrendering_jameshall.jpg Current/Nextgen Game Material Rendering] - by James Hall
    Lighting a normal-mapped model using 2-point lighting and ambient occlusion.

  • attachment:modelmat_3dsmax-viewport-dof_oberson.png
    [attachment:3dsmax-viewport-dof_oberson.jpg Depth of field in the 3ds Max viewport] - by Pior "pior" Oberson
    Using real-time depth of field, plus antialiased wireframes, in 3ds Max.

  • attachment:modelmat_3dsmax-viewport-baked-shadows_oberson.png
    [attachment:3dsmax-viewport-baked-shadows_oberson.jpg Baked shadow maps in the 3ds Max viewport] - by Pior "pior" Oberson
    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.


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