Author : winged doom


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burtonyang's Avatar
Old (#1)
Hey guys, I was wondering how you guys render your artwork in 3d. I've been thinking about it for a while and I want a great way to present my artwork in my portfolio. I use 3ds max as one of my main 3d programs so, do you guys use Default Scanline or Mental Ray with a lighting setup? Or do you guys use 3Point Shader/Xoliul Shader with a lighting setup and screenshot your images? Or do you guys have some other awesome way to make your artwork look cool? A walkthrough of your setup would be greatly appreciated also
Offline , spline, 153 Posts, Join Date Nov 2009,  
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Stromberg90's Avatar
Old (#2)
Here you go: http://wiki.polycount.com/Model%20Presentation

Offline , polycounter, 1,126 Posts, Join Date May 2010, Location Norway Send a message via Skype™ to Stromberg90  
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burtonyang's Avatar
Old (#3)
Thanks Stromberg90, I don't know why I didn't find that on the wiki before haha.
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megalmn2000's Avatar
Old (#4)
If you want to present your gaming stuff, I would suggest to use Marmoset Toolbag, I've seen a lot of people using it. It's in real-time and it gives an incredibly beautiful real-time render with great lightning! Most of Dominance War winners use it for presentation. Or you can take big screenshots of the viewport of 3ds Max with the Xoliul shader.
Offline , polygon, 614 Posts, Join Date Aug 2010, Location Montreal, Qc, Canada Send a message via Skype™ to megalmn2000  
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Autocon's Avatar
Old (#5)
I only use a real time render to present my work. None of that crappy ass 3d software package renders. show your work using a real time render to give employers a good idea of what your work looks like in game as anyone can fudge a render.

I personally prefer UDK as it is an actual game engine and its free! the only time I use the software package to render something is for HP work.


Also showing your work in a game engine lets employers know, hey this person knows how to get assets into a game pipeline and create proper shaders for them. it is defiantly a BIG plus.
Anthony Vaccaro - Portfolio - Twitter
Environment Artist - Naughty Dog
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bootsbot's Avatar
Old (#6)
This is really informative information!
Offline , null, 2 Posts, Join Date Feb 2011, Location California  
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r_fletch_r's Avatar
Old (#7)
For your highpoly meshes I would still use offline rendering. Nothing too fancy but your not deceiving anyone by presenting your HP work with some nice shading and lighting.
Offline , veteran polycounter, 2,970 Posts, Join Date Feb 2010, Location Ireland  
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burtonyang's Avatar
Old (#8)
Thanks for your thoughts
@megalmn2000 - I didn't know that they use Marmoset, it'll be something I'll look into for sure.
@Autocon - Good to know real time renders are the thing these days. And UDK is great, the only sad thing is that it has I have to use screen captures to get images, but at least there are tutorials to make your scene look better to capture somewhere in this forum.
@r_fletch_r - It would probably take more effort to try to deceive someone haha.
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Autocon's Avatar
Old (#9)
Search for UDK/UT3 Tiled shot. Cant remember the exact command but it will allow you to make a massive resolution image so your not just limited to Print Screen.
Anthony Vaccaro - Portfolio - Twitter
Environment Artist - Naughty Dog
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maze's Avatar
Old (#10)
Quote:
Originally Posted by Autocon View Post
of that crappy ass 3d software package renders.
...................................yeah right, tss
Offline , polygon, 638 Posts, Join Date Feb 2010, Location montreal - quebec  
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Shogun3d's Avatar
Old (#11)
Quote:
Originally Posted by Autocon View Post
Search for UDK/UT3 Tiled shot. Cant remember the exact command but it will allow you to make a massive resolution image so your not just limited to Print Screen.
http://udn.epicgames.com/Three/TakingScreenshots.html

yeah, tiledshot #
Will Kowach - Shogun3d
-Lead Environment Artist
- Phosphor Games
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burtonyang's Avatar
Old (#12)
@autocon and kaburan - that's pretty dope, I didn't think you could do that.
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