Difference between revisions of "Model Presentation"
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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]]. | 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$modelmat_lowpolychallenge.png]] <<BR>> [http://www.polycount.com/forum/showthread.php?p=779753 Low Poly Challenge STYLE GUIDE] Polycount Forum thread<<BR>>Turning off anti-aliasing & filtering, instructions for many software packages.<<BR>><<BR>> | ||
* [[Image:Model_Presentation$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$modelmat_gamematerial-hall.png]] <<BR>> [[attachment:currentnextgengamematerialrendering_jameshall.jpg|Current/Nextgen Game Material Rendering]] - by ''[http://shortfus3d.com James Hall]'' <<BR>>Lighting a normal-mapped model using 2-point lighting and ambient occlusion.<<BR>><<BR>> | ||
* [[Image:Model_Presentation$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$modelmat_3dsmax-viewport-dof_oberson.png]] <<BR>> [[attachment:3dsmax-viewport-dof_oberson.jpg|Depth of field in the 3ds Max viewport]] - by ''[http://www.pioroberson.com/ Pior "pior" Oberson]'' <<BR>> Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<<BR>><<BR>> |
Revision as of 06:30, 9 May 2014
Model Presentation
Topics about rendering models for your portfolio or Pimping and Previews.
Lighting
See
High-Poly Models
- File:Model Presentation$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$modelmat lowpolychallenge.png <
> Low Poly Challenge STYLE GUIDE Polycount Forum thread<
>Turning off anti-aliasing & filtering, instructions for many software packages.<
><
> - File:Model Presentation$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.<
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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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>