Model Presentation

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Model Presentation

Lighting

High-Poly Models

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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