Model collection for real-time and GPU rendering - Preview

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mbetke
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Posts: 1295
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
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I'm working on a new model set for my asset store. "Furniture for real-time" (working title). ;)

Image


What it is
There are reams of high-quality and mostly high-poly furniture sets for architectural visualization out there which are mostly done for Vray or other popular packages. But with the new GPU renderers and even real-time engines pushing into the game it's hard to squeeze all those meshes and textures into one scene without busting constraints in case of polycount or vram. Instead of placing a 120.000+ poly chair into a scene it has arond 1500 triangles now and looks as nice as the other chair.

The goal
Doing a flexible artist-friendly furniture set which can be used with minor effort in any render package. You want to use a baked lighting situation? No problem. Each model has its own Lightmap channel ready for baking. Not enough material variations or special needs? Just swap one of the clearly named multi-materials with your own texture or procedural maps and you are set! Need a close-up render? Every material comes with 2048px map setup. It will look great in real-time, can be scaled down by the artist if it's just a background object and save rendertime due its slick and highly optimized mesh topology. The models come with gloss, bump or normalmap and whatever makes sense like AO for some objects. Each model is used in production within our own real-time and GPU rendering projects.

Your requests
So I think this will be interesting for the people out there. If you have special wishes for specific furniture let me know. The first pack will feature mostly tables, chairs, shelfes and such things. Based on the sales and what its needed in my projects I will expand it to beds, sofas, kitchens and smaller props for decorations.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Alain
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Posts: 270
Joined: Tue Jan 12, 2010 12:12 pm

The way designconnected.com offers theirs model is great. They offer contemporary designmodels. It's very usable for designers, architects etc.
Take a look there and you know what you have to model in lowpoly :-)

One thing is not clear for me:
When the industry produces graphiccards with more vram will it still be necessary to build lowpolymodels ?


Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
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mbetke
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Posts: 1295
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
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Who knows...maybe not. On the other hand there will be a always a demand for optimized assets. as I can talk for me I never have enough RAM or CPU power if I look bak the last years. :)
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Daniel
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Posts: 412
Joined: Wed Aug 11, 2010 9:52 am

If you can make low poly models look just as good as high poly, then why not? It will always be useful.
Core i7 950 @3.07GHz | GTX 460 2GB | 12GB RAM | Window 7 x64
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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Alain wrote: When the industry produces graphiccards with more vram will it still be necessary to build lowpolymodels ?
It's easier to go from lowpoly to highpoly by applying subdivision, than the other way around.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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