Difference between revisions of "Model Presentation"
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== High-Poly Models == | == High-Poly Models == | ||
* [[Image:Model_Presentation$modelmat_fudge.png]] <<BR>>[http://www.mikefudge.com/tutorials/RenderingSculpture.htm Rendering a Sculpture] - by ''[http://www.mikefudge.com Mike Fudge]''<<BR>>Lighting, material, and rendering setup in Maya.<<BR>><<BR>> | * [[Image:Model_Presentation$modelmat_fudge.png]] <<BR>>[http://www.mikefudge.com/tutorials/RenderingSculpture.htm Rendering a Sculpture] - by ''[http://www.mikefudge.com Mike Fudge]''<<BR>>Lighting, material, and rendering setup in Maya.<<BR>><<BR>> | ||
− | * [[Image:Model_Presentation$modelmat_volchik.png]] <<BR>>[http://www.artemstudios.com/2010/tutorials.htm High Poly Material Rendering Tutorial] - by ''[http://www.artemstudios.com Artem "X-Convict" Volchik]''<<BR>>Double-specular material setup in 3ds Max. Discussion and examples [http://boards.polycount.net/showthread.php?t=60887 here in Polycount].<<BR>><<BR>> | + | * [[Image:Model_Presentation$modelmat_volchik.png]] <<BR>>[http://www.artemstudios.com/2010/tutorials/material/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$modelmat_gullotti.png]] <<BR>>[http://boards.polycount.net/showthread.php?t=69829 MR materials for 3ds Max] - by ''[http://www.aliquaforma.com/ Enrico "SyncViewS" Gullotti]''<<BR>>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Discussion and examples [http://boards.polycount.net/showthread.php?t=69829 here in Polycount].<<BR>><<BR>> | * [[Image:Model_Presentation$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$modelmat_engineeringdraper.png]] <<BR>>[http://www.xenomorphic.co.uk/doc_engineering.htm Engineering Material] - by ''[http://www.xenomorphic.co.uk Pete Draper]''<<BR>>Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.<<BR>><<BR>> | * [[Image:Model_Presentation$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>> |
Revision as of 07:45, 22 January 2013
Model Presentation
Topics about rendering models for your portfolio or Pimping and Previews.
Lighting
- File:Model Presentation$lighting 3pointbirn.png <
> Three-Point Lighting for 3D Renderings - by Jeremy Birn <
> How to create the classic Hollywood lighting scheme called three-point lighting.<
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> - File:Model Presentation$lighting richardyot.png <
> LIGHT - a detailed tutorial - by Richard Yot <
>A detailed dissection of real-world lighting.<
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> - File:Model Presentation$lighting advlightakram.png <
> Advanced Lighting Techniques - by Amaan Akram <
>Lighting for mood using basic lighting theories.<
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>
High-Poly Models
- File:Model Presentation$modelmat fudge.png <
>Rendering a Sculpture - by Mike Fudge<
>Lighting, material, and rendering setup in Maya.<
><
> - File:Model Presentation$modelmat volchik.png <
>High Poly Material Rendering Tutorial - by Artem "X-Convict" Volchik<
>Double-specular material setup in 3ds Max. Discussion and examples here in Polycount.<
><
> - File:Model Presentation$modelmat gullotti.png <
>MR materials for 3ds Max - by Enrico "SyncViewS" Gullotti<
>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Discussion and examples here in Polycount.<
><
> - File:Model Presentation$modelmat engineeringdraper.png <
>Engineering Material - by Pete Draper<
>Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.<
><
>
Low-Poly Models
Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using.
- File:Model Presentation$modelmat gamematerial-hall.png <
> Current/Nextgen Game Material Rendering - by James Hall <
>Lighting a normal-mapped model using 2-point lighting and ambient occlusion.<
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> - File:Model Presentation$modelmat 3dsmax-viewport-dof oberson.png <
> Depth of field in the 3ds Max viewport - by Pior "pior" Oberson <
> Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<
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> - File:Model Presentation$modelmat 3dsmax-viewport-baked-shadows oberson.png <
> 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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> - File:Model Presentation$modelmat udk.png <
> Setting up UDK for portfolio renders? thread on Polycount <
> Helpful tips about using UDK to create nice screenshots of your models. See also this post from Lamont about capturing animation from UDK.<
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> - Screenshots & Presentation Help/Thread of Knowledge thread on Polycount <
> Tips for creating high-quality screenshots in UDK. <
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> - See also <
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>