Model Presentation
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Revision as of 08:10, 29 April 2010 by EricChadwick (Talk)
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Model Presentation
Lighting
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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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LIGHT - a detailed tutorial - by Richard Yot
A detailed dissection of real-world lighting.
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Advanced Lighting Techniques - by Amaan Akram
Lighting for mood using basic lighting theories.
High-Poly Models
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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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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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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].
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[attachment:currentnextgengamematerialrendering_jameshall.jpg Current/Nextgen Game Material Rendering] - by James Hall
Lighting a normal-mapped model using 2-point lighting and ambient occlusion.
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[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.
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[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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