Model Presentation
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Revision as of 19:00, 31 December 1969 by (Talk)
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Model Presentation
Lighting
- File:Model Presentation$lighting 3pointbirn.png <
> Three-Point Lighting for 3D Renderings - by Jeremy Birn <
> How to create the classic Hollywood lighting scheme called three-point lighting.<
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> - File:Model Presentation$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 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$modelmat gullotti.png <
>MR materials for 3ds Max - by Enrico "SyncViewS" Gullotti<
>mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. Discussion and examples here in Polycount.<
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> - File:Model Presentation$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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