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created Rendering Images for Portfolio
on 02-17-2011 02:32 PM
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 
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, spline,
153 Posts,
Join Date Nov 2009,
, polycounter,
1,126 Posts,
Join Date May 2010,
Location Norway
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Thanks Stromberg90, I don't know why I didn't find that on the wiki before haha.
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, spline,
153 Posts,
Join Date Nov 2009,
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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.
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, polygon,
614 Posts,
Join Date Aug 2010,
Location Montreal, Qc, Canada
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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.
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, card carrying polycounter,
2,057 Posts,
Join Date Jun 2008,
Location Santa Monica, CA
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This is really informative information!
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, null,
2 Posts,
Join Date Feb 2011,
Location California
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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.
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, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
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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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, spline,
153 Posts,
Join Date Nov 2009,
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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.
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, card carrying polycounter,
2,057 Posts,
Join Date Jun 2008,
Location Santa Monica, CA
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Quote:
Originally Posted by Autocon
of that crappy ass 3d software package renders.
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...................................yeah right, tss
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, polygon,
638 Posts,
Join Date Feb 2010,
Location montreal - quebec
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Quote:
Originally Posted by Autocon
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.
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http://udn.epicgames.com/Three/TakingScreenshots.html
yeah, tiledshot #
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, dedicated polycounter,
1,305 Posts,
Join Date Dec 2008,
Location Chicago, IL
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@autocon and kaburan - that's pretty dope, I didn't think you could do that.
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, spline,
153 Posts,
Join Date Nov 2009,
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