Difference between revisions of "Model Presentation"

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* [[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.
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* [[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.  
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* [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>>
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* See also [[Category:Shaders]] <<BR>><<BR>>
  
 
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[[Category:Portfolio]]
 
[[Category:Portfolio]]

Revision as of 21:17, 2 August 2012

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.


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