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Awuenscher (talk | contribs) No edit summary |
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(Besides this, always RTFM (Read the fucking manual)! | (Besides this, always RTFM (Read the fucking manual)! | ||
* Deactivate Antialiasing or reduce it to a minimum | |||
The Projection will blur your image anyway. So don't waste your time doing this upfront. But be aware, depend on your scene antialiasing (on a low amount) can be necessary to get small details in a proper quality. | The Projection will blur your image anyway. So don't waste your time doing this upfront. But be aware, depend on your scene antialiasing (on a low amount) can be necessary to get small details in a proper quality. | ||
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Depend on your Renderer: | Depend on your Renderer: | ||
** Put off Antialiasing setting or set it to a small amount (1 per pixel) | |||
** Reduce Imagefiltering (Filtermethod: Box - Samples 1 per pixel | |||
** If you have mental ray (until 3D Max 2013) set your Sampling Quality to: | |||
Minimum: 1/4, Maximum: 1. Filter type: Box, w/h: 1,0 | Minimum: 1/4, Maximum: 1. Filter type: Box, w/h: 1,0 | ||
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If you have 3D Max 2014 and above change the renderer sampling method to classic/ raytraced | If you have 3D Max 2014 and above change the renderer sampling method to classic/ raytraced | ||
**for 3D Max 2014 and Above and using Unified/Raytraced watch the first tutorial (but I recommend classic settings) | |||
** Tutorials | |||
*** https://www.youtube.com/watch?v=oW7I8N0_NbQ | |||
* Effective Lighting | |||
** Stick with standard lights (omni, spot, directed) | |||
** Avoid Area Lights and Photometric Lights | |||
** Use Ambient Occlusion Maps | |||
** Use advanced lighting like IBL / HDRI (Image based Lighting), Global Illumination, Area Lights, Skylights and Sunlight only for baking texture maps | |||
** Tutorials | |||
*** https://www.youtube.com/watch?v=uKaKlOb_ySQ | |||
* Reduce Geometry | |||
** model clean and efficient, avoid unnecessary geometry | |||
** use bump / normal mapping for creating details instead of modelling every detail | |||
** use for complex geometry Normal map baking | |||
** if you use sculpt modeling techniques you also should use geometry baking | |||
** Tutorials | |||
*** https://www.youtube.com/watch?v=ybiHIUWPZnc | |||
*** https://www.youtube.com/watch?v=ZFSXtjFI9ig | |||
*** https://www.youtube.com/watch?v=Z_YIHLcpwMU | |||
*** https://www.youtube.com/watch?v=Lw-Efh38BZg | |||
*** http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-76F1E8AE-9E8F-40A7-A948-471D17E09DA9.htm,topicNumber=d30e439301 | |||
* Collapse your modifiers (3D Max) | |||
** before Rendering, collapse your unnecessary modifiers (saves a lot of memory) | |||
** Exceptions are animated modifiers (skin, morpher, etc.) | |||
* Be careful with displacement-maps | |||
** don't use displacement maps for creating geometry at rendering | |||
** displacement maps should be used with modifiers which change your geometry before rendering | |||
** use displacement maps only, if they are really necessary (e.g. for creating landscapes) | |||
* Effective Use of Materials | |||
** use complex materials only if really necessary, start low | |||
** Prove are Arch & Design Mat's or SSS-Maps really necessary | |||
** try to achieve your look with standard maps for the above mat's | |||
** if you need advanced materials, try to bake materials to texture | |||
** Tutorials | |||
*** see for normal map baking tutorials |
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