Difference between revisions of "Model Presentation"
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− | * Return to [[Polycount|Main Page]]< | + | * Return to [[Polycount|Main Page]]<<BR>> Return to [[Category:Modeling]] |
= Model Presentation = | = Model Presentation = | ||
== Lighting == | == Lighting == | ||
− | * | + | * [[Image:Model_Presentation$lighting_3pointbirn.png]] <<BR>> [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] - by ''[http://www.3drender.com Jeremy Birn]'' <<BR>> How to create the classic Hollywood lighting scheme called three-point lighting.<<BR>><<BR>> |
− | * | + | * [[Image:Model_Presentation$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$lighting_advlightakram.png]] <<BR>> [http://warpedspace.org/lightingT/part1.htm Advanced Lighting Techniques] - by ''[http://warpedspace.org Amaan Akram]'' <<BR>>Lighting for mood using basic lighting theories.<<BR>><<BR>> |
== High-Poly Models == | == High-Poly Models == | ||
− | * | + | * [[Image:Model_Presentation$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>> |
− | * | + | * [[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>> |
== 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 [ | + | Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using [[Category:Shaders|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$modelmat_3dsmax-viewport-baked-shadows_oberson.png]] <<BR>> [[attachment:3dsmax-viewport-baked-shadows_oberson.jpg|Baked shadow maps in the 3ds Max viewport]] - by ''[http://www.pioroberson.com/ Pior "pior" Oberson]'' <<BR>> Self-shadowing can be easily baked in 3ds Max. However baking can be avoided in version 2009 onwards because Max now supports real-time dynamic shadowing in the viewport.<<BR>><<BR>> |
− | < | + | <<BR>> |
− | * Return to [[Polycount|Main Page]]< | + | * Return to [[Polycount|Main Page]]<<BR>> Return to [[Category:Modeling]] |
Revision as of 19:00, 31 December 1969
- Return to Main Page<
> Return to
Model Presentation
Lighting
- File:Model Presentation$lighting 3pointbirn.png <
> Three-Point Lighting for 3D Renderings - by Jeremy Birn <
> How to create the classic Hollywood lighting scheme called three-point lighting.<
><
> - File:Model Presentation$lighting richardyot.png <
> LIGHT - a detailed tutorial - by Richard Yot <
>A detailed dissection of real-world lighting.<
><
> - File:Model Presentation$lighting advlightakram.png <
> Advanced Lighting Techniques - by Amaan Akram <
>Lighting for mood using basic lighting theories.<
><
>
High-Poly Models
- 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.<
><
> - File:Model Presentation$modelmat 3dsmax-viewport-dof oberson.png <
> Depth of field in the 3ds Max viewport - by Pior "pior" Oberson <
> Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<
><
> - File:Model Presentation$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.<
><
>
<
>
- Return to Main Page<
> Return to