Difference between revisions of "Model Presentation"
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= Model Presentation = | = Model Presentation = | ||
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== Lighting == | == Lighting == | ||
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* attachment: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> | * attachment: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> | ||
* attachment: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> | * attachment: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 == | ||
+ | * attachment: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> | ||
+ | * attachment: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> | ||
+ | * attachment: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 are usually best presented as screenshots from a game engine, or from your modeling app's viewport using [wiki:Self:Category:Shaders shaders]. | ||
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+ | * attachment: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> | ||
+ | * attachment: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> | ||
+ | * attachment: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> | ||
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* Return to [[Polycount|Main Page]]<br> Return to [[Category:Modeling]] | * Return to [[Polycount|Main Page]]<br> Return to [[Category:Modeling]] |
Revision as of 08:10, 29 April 2010
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Model Presentation
Lighting
- attachment:lighting_3pointbirn.png
Three-Point Lighting for 3D Renderings - by Jeremy Birn
How to create the classic Hollywood lighting scheme called three-point lighting.
- attachment:lighting_richardyot.png
LIGHT - a detailed tutorial - by Richard Yot
A detailed dissection of real-world lighting.
- attachment:lighting_advlightakram.png
Advanced Lighting Techniques - by Amaan Akram
Lighting for mood using basic lighting theories.
High-Poly Models
- attachment: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.
- attachment: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.
- attachment: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 [wiki:Self:Category:Shaders shaders].
- attachment:modelmat_gamematerial-hall.png
[attachment:currentnextgengamematerialrendering_jameshall.jpg Current/Nextgen Game Material Rendering] - by James Hall
Lighting a normal-mapped model using 2-point lighting and ambient occlusion.
- attachment:modelmat_3dsmax-viewport-dof_oberson.png
[attachment: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.
- attachment:modelmat_3dsmax-viewport-baked-shadows_oberson.png
[attachment: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.
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