Difference between revisions of "Model Presentation"

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= Model Presentation =
 
= Model Presentation =
Topics about rendering models for your portfolio or [http://www.polycount.com/forum/forumdisplay.php?f=42 Pimping and Previews].  
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Topics about rendering models for your [[Portfolio]] or on the forum in [http://polycount.com/categories/3d-art-showcase-critiques 3D Art Showcase & Critiques].  
  
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== High-Poly Models ==
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[[Image:modelmat_fudge.png]] [http://www.mikefudge.com/tutorials/RenderingSculpture.htm Rendering a Sculpture] - by ''[http://www.mikefudge.com Mike Fudge]''. Lighting, material, and rendering setup in Maya.
  
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[[Image:modelmat_volchik.png]] [http://www.artemstudios.com/2010/tutorials/material/MaterialRenderingTut.htm High Poly Material Rendering Tutorial] - by ''[http://www.artemstudios.com Artem "X-Convict" Volchik]''. Double-specular material setup in 3ds Max. Discussion and examples [http://boards.polycount.net/showthread.php?t=60887 here in Polycount].
  
== Lighting ==
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[[Image:modelmat_gullotti.png]] [http://polycount.com/discussion/69829/make-your-model-presentation-shine-mr-materials-for-3ds-max/p1 MR materials for 3ds Max] - by ''[http://www.aliquaforma.com/ Enrico "SyncViewS" Gullotti]''. mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. [[file:MR_PresentationMat_01.zip|Downloadable material library]].
* [[Image:Model_Presentation$lighting_3pointbirn.png]] <<BR>> [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] - by ''[http://www.3drender.com Jeremy Birn]'' <<BR>> How to create the classic Hollywood lighting scheme called three-point lighting.<<BR>><<BR>>
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* [[Image:Model_Presentation$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>>
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* [[Image:Model_Presentation$lighting_advlightakram.png]] <<BR>> [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques]  - by ''[http://warpedspace.org Amaan Akram]'' <<BR>>Lighting for mood using basic lighting theories.<<BR>><<BR>>
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== High-Poly Models ==
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[[Image:modelmat_engineeringdraper.png]] [https://web.archive.org/web/20120927002859/http://www.3d-palace.com/xenomorphic/education/doc_engineering.htm Engineering Material] - by ''[http://www.xenomorphic.co.uk Pete Draper]''. Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.
* [[Image:Model_Presentation$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>>
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* [[Image:Model_Presentation$modelmat_volchik.png]] <<BR>>[http://www.artemstudios.com/2010/tutorials/material/MaterialRenderingTut.htm High Poly Material Rendering Tutorial] - by ''[http://www.artemstudios.com Artem "X-Convict" Volchik]''<<BR>>Double-specular material setup in 3ds Max. Discussion and examples [http://boards.polycount.net/showthread.php?t=60887 here in Polycount].<<BR>><<BR>>
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* [[Image:Model_Presentation$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 ==
 
== Low-Poly Models ==
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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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:modelmat_lowpolychallenge.png]] [http://polycount.com/discussion/51622/lpc-style-guide/p1 Low Poly Challenge STYLE GUIDE] Polycount Forum thread. Turning off anti-aliasing & filtering, instructions for many software packages.
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[[image:currentnextgengamematerialrendering_jameshall.jpg|thumb|120px|left]] Current/Nextgen Game Material Rendering by ''[http://shortfus3d.com James Hall]''. Lighting a normal-mapped model using 2-point lighting and ambient occlusion.<br clear="all"/>
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[[image:3dsmax-viewport-dof_oberson.jpg|thumb|120px|left]] Depth of field in the 3ds Max viewport by ''[http://www.pioroberson.com/ Pior "pior" Oberson]''. Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<br clear="all"/>
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[[image:3dsmax-viewport-baked-shadows_oberson.jpg|thumb|120px|left]] Baked shadow maps in the 3ds Max viewport by ''[http://www.pioroberson.com/ 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.<br clear="all"/>
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[[Image:modelmat_udk.png]] [http://polycount.com/discussion/73930 Setting up UDK for portfolio renders?] thread on Polycount. Helpful tips about using UDK to create nice screenshots of your models. See also [http://www.gameartisans.org/forums/showpost.php?p=210702&postcount=4 this post from Lamont] about capturing animation from UDK.
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[http://polycount.com/discussion/100950 Screenshots & Presentation Help/Thread of Knowledge] thread on Polycount. Tips for creating high-quality screenshots in UDK.
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== More Information ==
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* [[Lighting]]
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* [[Rendering]]
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* [[Shaders]]
  
* [[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>>
 
* [[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>>
 
* [[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>>
 
* [[Image:Model_Presentation$modelmat_udk.png]] <<BR>> [http://www.polycount.com/forum/showthread.php?t=73930 Setting up UDK for portfolio renders?] thread on Polycount <<BR>> Helpful tips about using UDK to create nice screenshots of your models. See also [http://www.gameartisans.org/forums/showpost.php?p=210702&postcount=4 this post from Lamont] about capturing animation from UDK.<<BR>><<BR>>
 
* [http://www.polycount.com/forum/showthread.php?t=100950 Screenshots & Presentation Help/Thread of Knowledge] thread on Polycount <<BR>> Tips for creating high-quality screenshots in UDK. <<BR>><<BR>>
 
* See also [[Category:Shaders]] <<BR>><<BR>>
 
  
 
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[[Category:Portfolio]]
 
[[Category:Portfolio]]

Latest revision as of 19:02, 15 May 2020

Model Presentation

Topics about rendering models for your Portfolio or on the forum in 3D Art Showcase & Critiques.

High-Poly Models

Modelmat fudge.png Rendering a Sculpture - by Mike Fudge. Lighting, material, and rendering setup in Maya.

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.

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. File:MR PresentationMat 01.zip.

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 shaders.

Modelmat lowpolychallenge.png Low Poly Challenge STYLE GUIDE Polycount Forum thread. Turning off anti-aliasing & filtering, instructions for many software packages.

Currentnextgengamematerialrendering jameshall.jpg
Current/Nextgen Game Material Rendering by James Hall. Lighting a normal-mapped model using 2-point lighting and ambient occlusion.
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.
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.

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.

Screenshots & Presentation Help/Thread of Knowledge thread on Polycount. Tips for creating high-quality screenshots in UDK.

More Information



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