Thursday, January 17, 2013

Model Presentation: Mini-tutorial

I had a lot of people ask me about the presentation of this model. So I created this image (important areas are highlighted in orange) and answered some of the question below.

"What program is it from?" 
Print Screen from 3dsMax

"What shader did I use?" 
Standard Blinn Shader. 
• I set the shader to faceted so that the individual polygons are shaded.
• Set the Specular Level fairly high to make it shinny
• Make the Fall-off of the Glossiness tight
• Play with your Ambient, Diffuse, and Specular colors until you find something you like.

"How did you render your wireframe on top of your subdivided mesh?" 
For the subdivision*, I use Nurms subdivision within the Editable Poly modifier. By checking Isoline Display (checked by default), you will only see the wireframe for your control mesh (lowest subdivision). If you uncheck it, you will see a wireframe for your current subdivision (or Iterations). From there I don't actually render anything. I just take a Print Screen of my viewport.

* For the presentation, I like to put a single subdivision on my model to show why I chose the poly flow (edge loops) I did. The poly flow is created specifically for subdividing my mesh and for areas of detail. I'll have smaller tighter polygonal mesh detail in areas that I know will need tighter sculpted detail such as the face, joints, fingers and toes. For the rest of the character I try to maintain a consistent distribution of polys

Hope this is useful!

1 comment:

  1. Might want to mention that in order for the ambient to have any effect, the global ambient has to be above black. What tipped me off was your material editor not going to black even on the un-modified shaders (and the help file). Could not get the ambient to have an affect before doing that.