Difference between revisions of "Model Presentation"
From polycount
(fixed Artem's link) |
|||
Line 19: | Line 19: | ||
* [[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>> | ||
* [[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_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$modelmat_udk.png]] <<BR>> [http://www.polycount.com/forum/showthread.php?t=73930 Setting up UDK for portfolio renders?] thread on Polycount <<BR>> Helpful tips about using UDK to create nice screenshots of your models. See also [http://www.gameartisans.org/forums/showpost.php?p=210702&postcount=4 this post from Lamont] about capturing animation from UDK. | + | * [[Image:Model_Presentation$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. | + | * [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>> | ||
---- | ---- | ||
[[Category:Portfolio]] | [[Category:Portfolio]] |
Revision as of 20:17, 2 August 2012
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 fudge.png <
>Rendering a Sculpture - by Mike Fudge<
>Lighting, material, and rendering setup in Maya.<
><
> - 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.<
><
> - 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.<
><
> - Screenshots & Presentation Help/Thread of Knowledge thread on Polycount <
> Tips for creating high-quality screenshots in UDK. <
><
> - See also <
><
>