hawken
02-06-2008, 10:20 PM
Turning off antialiasing & filtering.
http://i4.photobucket.com/albums/y121/wootmonkey/Art/spacey_tf2splash.jpg
("meet the team" by Spacy http://www.tomtallian.com)
Above is, perfection.
But you may be asking, "how do I make my software do that!?"
Here is a list of methods to get your low poly renders looking perfect.
Cinema 4d:
gray background: Either grab the viewport, or make a background object and texture it gray.
no antialiasing: Either grab the viewport or turn off in render settings.
no texture filtering: Check sampling to "none" in the texture you're applying.
3ds max:
gray background: Either grab the viewport, or open Rendering & Environment and set the background color.
no antialiasing: Either grab the viewport or un-check the "Antialiasing" checkbox in Renderer tab of the Render settings.
no texture filtering: For viewport, go to Customize & Preferences & Viewports tab & Configure Driver and set Texel and Mipmap Lookup to "Nearest" and "None". For rendering, un-check "Filter Maps" in the Renderer tab.
maya:
gray background: Grab viewport, or select current camera & Attribute Editor & CameraShape & Environment & Background Color
no antialiasing: Grab current viewport, or use Window & Rendering Editor & Render Settings & Maya software & Anti-aliasing Quality & Low quality
no texture filtering: For viewport, choose Shading & Hardware Texturing & Texture Filter & Unfiltered
blender:
gray background: Shading (F5) & World Buttons & World
no antialiasing: Scene (F10) & Render Buttons & Render & turn off 'OSA'.
no texture filtering: Shading (F5) & Texture Buttons & Map Image & turn off 'Interpol'.
modo:
gray background: for viewport grabs: system>preferences>display>colors>background>change background color. For render: shader tree>environment>environment material>environment type>constant>change zenith color
no antialiasing: Must change per image map. Works with renders and viewport grabs: shader tree>image map>texture layer>uncheck antialiasing.
no texture filtering: Must change per image map. shader tree>image map>texture layer>texture filtering>nearest
XSI:
gray background: Viewport Grab, or Render & Options & Render Engine, Open GL, Background Color, 0.5 all RGB values
no antialiasing: Viewport grab, or Render & Options & Aliasing & Max Level 0
no texture filtering: Select textured object, Get & Texture & Image & from Material:Image property window select Edit (Image) & Texturing tab, select 'Uninterpolated pixel' under OpenGL Texture Settings for both far and near filters...or Press 8, open object material property, click Color connector, follow previous steps starting at Material:Image property window.
silo:
gray background:
no antialiasing:
no texture filtering:
Any other tip please contribute below
http://i4.photobucket.com/albums/y121/wootmonkey/Art/spacey_tf2splash.jpg
("meet the team" by Spacy http://www.tomtallian.com)
Above is, perfection.
But you may be asking, "how do I make my software do that!?"
Here is a list of methods to get your low poly renders looking perfect.
Cinema 4d:
gray background: Either grab the viewport, or make a background object and texture it gray.
no antialiasing: Either grab the viewport or turn off in render settings.
no texture filtering: Check sampling to "none" in the texture you're applying.
3ds max:
gray background: Either grab the viewport, or open Rendering & Environment and set the background color.
no antialiasing: Either grab the viewport or un-check the "Antialiasing" checkbox in Renderer tab of the Render settings.
no texture filtering: For viewport, go to Customize & Preferences & Viewports tab & Configure Driver and set Texel and Mipmap Lookup to "Nearest" and "None". For rendering, un-check "Filter Maps" in the Renderer tab.
maya:
gray background: Grab viewport, or select current camera & Attribute Editor & CameraShape & Environment & Background Color
no antialiasing: Grab current viewport, or use Window & Rendering Editor & Render Settings & Maya software & Anti-aliasing Quality & Low quality
no texture filtering: For viewport, choose Shading & Hardware Texturing & Texture Filter & Unfiltered
blender:
gray background: Shading (F5) & World Buttons & World
no antialiasing: Scene (F10) & Render Buttons & Render & turn off 'OSA'.
no texture filtering: Shading (F5) & Texture Buttons & Map Image & turn off 'Interpol'.
modo:
gray background: for viewport grabs: system>preferences>display>colors>background>change background color. For render: shader tree>environment>environment material>environment type>constant>change zenith color
no antialiasing: Must change per image map. Works with renders and viewport grabs: shader tree>image map>texture layer>uncheck antialiasing.
no texture filtering: Must change per image map. shader tree>image map>texture layer>texture filtering>nearest
XSI:
gray background: Viewport Grab, or Render & Options & Render Engine, Open GL, Background Color, 0.5 all RGB values
no antialiasing: Viewport grab, or Render & Options & Aliasing & Max Level 0
no texture filtering: Select textured object, Get & Texture & Image & from Material:Image property window select Edit (Image) & Texturing tab, select 'Uninterpolated pixel' under OpenGL Texture Settings for both far and near filters...or Press 8, open object material property, click Color connector, follow previous steps starting at Material:Image property window.
silo:
gray background:
no antialiasing:
no texture filtering:
Any other tip please contribute below