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So any anti cabin fever projects? |
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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 |
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