Main > Everything Else
So any anti cabin fever projects?
<< < (21/36) > >>
shponglefan:

--- Quote from: eds1275 on April 14, 2020, 03:26:43 pm ---Also planning a bigger game project if I can get more people on board to help with art and stuff. This one might just be a dream so not looking for help until I can at least get it off the ground enough to know I'm committed.

--- End quote ---

What sort of game were you thinking?
shponglefan:

--- Quote from: Ond on April 14, 2020, 05:57:38 pm ---I do mean that  ;D  Camera settings are a part of learning any 3D package.  If you're aiming for a more photo real render then introducing some perspective helps.  Some of those orthographic sketch-up renders of cabinets I see make me feel all irritable  :laugh2:   For profile renders - side, front etc orthographic may be preferable. 
--- End quote ---

There seems to be a big divide between different types of render. Personally I'm more drawn to the low-poly look which seems to be more cartoony and consequently not very realisitic.

OTOH, I've seen some crazy good realistic renders out of Blender. I imagine those must take a lot longer to create.
Ond:

--- Quote from: shponglefan on April 14, 2020, 06:20:30 pm ---
--- Quote from: Ond on April 14, 2020, 05:57:38 pm ---I do mean that  ;D  Camera settings are a part of learning any 3D package.  If you're aiming for a more photo real render then introducing some perspective helps.  Some of those orthographic sketch-up renders of cabinets I see make me feel all irritable  :laugh2:   For profile renders - side, front etc orthographic may be preferable. 
--- End quote ---

There seems to be a big divide between different types of render. Personally I'm more drawn to the low-poly look which seems to be more cartoony and consequently not very realisitic.

OTOH, I've seen some crazy good realistic renders out of Blender. I imagine those must take a lot longer to create.

--- End quote ---

Poly count is not so much the issue; any 3D style game has a perspective view with adjustable FOV.  It’s possible to have low poly with hi-res texture applied which is the way game engines run.  Being free, Blender is a great 3D program with tons of features.  Highly detailed photo real renders are about Hi-res textures, good lighting setup and a suitable render engine like Vray or others.  High-poly count also helps for fine details.  Occlusion and normal maps are used to 'fake’ details on lower poly models.   :blah: 

opt2not will step in any sec now....   :D
opt2not:
Nope, you got it right, brotha Ond. No need for me to pile on. Besides, I heard good things about Blender. It’s come a long way over the last decade. I haven’t checked out the latest version yet, but I know a lot of indie teams are using it now.
shponglefan:

--- Quote from: Ond on April 14, 2020, 06:32:47 pm ---
--- Quote from: shponglefan on April 14, 2020, 06:20:30 pm ---
--- Quote from: Ond on April 14, 2020, 05:57:38 pm ---I do mean that  ;D  Camera settings are a part of learning any 3D package.  If you're aiming for a more photo real render then introducing some perspective helps.  Some of those orthographic sketch-up renders of cabinets I see make me feel all irritable  :laugh2:   For profile renders - side, front etc orthographic may be preferable. 
--- End quote ---

There seems to be a big divide between different types of render. Personally I'm more drawn to the low-poly look which seems to be more cartoony and consequently not very realisitic.

OTOH, I've seen some crazy good realistic renders out of Blender. I imagine those must take a lot longer to create.

--- End quote ---

Poly count is not so much the issue; any 3D style game has a perspective view with adjustable FOV.  It’s possible to have low poly with hi-res texture applied which is the way game engines run.  Being free, Blender is a great 3D program with tons of features.  Highly detailed photo real renders are about Hi-res textures, good lighting setup and a suitable render engine like Vray or others.  High-poly count also helps for fine details.  Occlusion and normal maps are used to 'fake’ details on lower poly models.   :blah: 

opt2not will step in any sec now....   :D

--- End quote ---

Oh when I say "low poly", I was thinking more of the aesthetic term, not the technical term.

Though I suppose slapping detailed textures onto renders isn't in keeping that aesthetic. Maybe I'll make some pixel-art style textures and use those instead.  ;D
Navigation
Message Index
Next page
Previous page

Go to full version