Hi all!
I figure this discussion has probably been had before, but I'm curious as to everyone's opinion about the best 3d renderer for game asset portfolio type stuff. I've experimented with Iray in Substance Painter, the UE4 Gallery by Aaron Kaminer, and used Sketchfab's online tools. I don't like that I can't add my own lights in Iray, the UE4 Gallery doesn't seem fully functional, and Sketchfab is decent, but it doesn't quite get me to the hi-res beauty shots I'd like (I may be wrong/have overlooked something with any of these statements).
So... what's your preferred renderer for beauty shots? Marmoset is quite popular, but the pricetag is a bit steep for me at the moment, and I'm hoping there's another high quality alternative.
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Even if you have the most decked out 3D viewer, you're still limited to whatever specs the host persons' machine is running on and then they have to take the time to load all that asset data when they might just look at a jpeg of it instead. Should note, I'm not trying to dissuade anyone from abandoning it, just giving my opinion on the optimal middle ground.
@jaker3278 This is kind of what I have been leaning towards (saving and purchasing Marmoset), but I was hoping there might be some awesome alternative on the market that I just wasn't aware of yet. Thanks for your thoughts!
https://docs.unrealengine.com/latest/INT/Engine/Content/Packs/
All in all though, I find the content of art I'm looking at to be more important than the delivery method of it.
http://wiki.polycount.com/wiki/Portfolio
To circle back more to the initial topic, does anyone have any more advice on 3D rendering options. At the moment I think I'm just going to have to save a bit and get Marmoset, but I'd love to hear about a viable alternative.
On the derailed subject of demo reels though, they really cant compete when it comes to really looking at a piece. the artifacting that will be in a frame if you pause in a demo reel definitely wont look good compared to a still. I think its okay to post a little cinematic video of your environment but only after you've included stills... That's it, No putting a bunch of separate pieces in one video. NO. Stop. Don't.
And regardless, these artists are not defined by the tool they use to render their work, they could make fantastic images with anything. You've been given a lot of options already (including three completely free ones), so now is the time to just get to work !
Aaaaand, I'm definitely 'getting to work.' I've recently altered my habit for browsing social media when on breaks to browsing polycount, sorry If I'm posting too much. I do so very much appreciate the insight, knowledge, and experience wrapped up in this community!
(I totally get that the various options can be quite confusing btw - and picking one or another can be quite overwhelming. For props/standalone models your absolute best option is still to get a Toolbag3 license as soon as you can. It's a fantastic tool, and the ability to work in full realtime at all times is a huge benefit. Until then I would say that Unity + the Adam assets demo scene is a great choice, because it too is realtime and it is much faster to operate than the cluttered and slow UE4.)