I'm not sure if I should've posted this in the Showcase section, but ah well.
I just finished a prop for a game and I thought I could put it up on my portfolio. The question is, how should I present the model? Since it's game model, I want to render it within an engine (Unity 5 in my case), but now I just have the prop sitting on a cylinder in the air. I thought about just cropping out everything but the prop, but the shadows would've looked kind of weird.
![tJAvklO.jpg](http://i.imgur.com/tJAvklO.jpg)
I've noticed that it's quite common for people to render their props in something like Marmoset's Toolbag, but I don't have the access to it so it's not an option.
Any suggestions as to something I should change?
Replies
Your current problem is on the art side. I would suggest to look at sites like artstation and take inspiration on how to present models and use that. If the model looks good it will be a great piece no matter the software (unless you are using some 10 years old abandoned open-source engine :poly124:)
For personal tips:
Make custom platform model that blends well with your asset (something you would find inside a cave, or wherever are those minerals supposed to be).
Get a proper background HDR and use it for lighting and backdrop.
Improve lighting.
Add post processing.
Thanks a lot for your tips. Presentation and rendering have always been my weaknesses.
I'll try to make a better scene for the model. Just took a look at Art Station as well, it seems a lot of people simply use a white backdrop for their presentations. The render actually has some post-processing, but on second thought, it could use a bit more.