Difference between revisions of "Model Presentation"
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== Lighting == | == Lighting == | ||
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+ | * [http://www.marmoset.co/toolbag/learn/character-lighting Character Lighting Tutorial - Marmoset] By - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''<<BR>><<BR>> | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=51209 Lighting Basics and You...] thread on the Polycount Forum.<<BR>><<BR>> | ||
* [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] (excerpt) - by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' <<BR>> Game environment lighting explained.<<BR>><<BR>> | * [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] (excerpt) - by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]'' <<BR>> Game environment lighting explained.<<BR>><<BR>> | ||
* [[Image:Model_Presentation$lighting_3pointbirn.png]] <<BR>> [http://www.3drender.com/light/3point.html Three-Point Lighting for 3D Renderings] - by ''[http://www.3drender.com Jeremy Birn]'' <<BR>> How to create the classic Hollywood lighting scheme called three-point lighting.<<BR>><<BR>> | * [[Image:Model_Presentation$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>> |
Revision as of 08:00, 14 February 2014
Model Presentation
Topics about rendering models for your portfolio or Pimping and Previews.
Lighting
- Character Lighting Tutorial - Marmoset By - by Joe 'EarthQuake' Wilson<
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> - Lighting Basics and You... thread on the Polycount Forum.<
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> - The Hows and Whys of Level Design - Lighting (excerpt) - by Sjoerd 'hourences' De Jong <
> Game environment lighting explained.<
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> - 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 eat3d.jpg <
>Rendering and Presentation - by Eat 3D<
>Jeremy Baldwin shows how to render models out in 3ds Max using mental ray and composite in Photoshop.<
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> - File:Model Presentation$modelmat fudge.png <
>Rendering a Sculpture - by Mike Fudge<
>Lighting, material, and rendering setup in Maya.<
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> - File:Model Presentation$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.<
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> - File:Model Presentation$modelmat gullotti.png <
>MR materials for 3ds Max - by Enrico "SyncViewS" Gullotti<
>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Downloadable material library. Discussion thread.<
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> - File:Model Presentation$modelmat engineeringdraper.png <
>Engineering Material - by Pete Draper<
>Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.<
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>
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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>