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==Render==
 
==Render==
A render is a '''realistic or semi-realistic view of the asset''' that portrays texture, light, shadow, and form. It can be painted (matte painting) or built up by integrating real textures from photos (photobashing) or a mix of both. A finished render has little to no lineart.  
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A render is a '''realistic or semi-realistic view of the asset''' that portrays texture, light, shadow, and form. It can be painted (matte painting) or built up by integrating real textures from photos (photobashing) or a mix of both. A finished render has little to no lineart. Other than simply being cool to look at, the point of a render is to display the materials (e.g glass, fur, leather etc), shapes, and textures of the asset to provide a realistic reference for the 3D artist.
 
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Other than simply being cool to look at, the point of a render is to display the materials (e.g glass, fur, leather etc), and how the various shapes and orthographic views of the asset fits together to provide a realistic reference for the 3D artist. That's why most renders are done in perspective, in a 3/4 view (the view that's halfway between side view and front view).
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<gallery>
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File:Elder_Chests_Concept_Art_Render_for_Alinor_by_Auricaedus.png
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File:Metal Rendering.jpeg
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File:Metal_painting_process_by_Foritis_Wang.jpg
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File:Values.jpg
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</gallery>
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It takes a long time to grasp and learn the fundamentals - and only with proper fundamentals can you create a good render. Here are our [https://wiki.beyondskyrim.org/wiki/Arcane_University:Concept_Art_Theory_and_Tutorials recommended tutorials and libraries].
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==Perspective View==
 
==Perspective View==
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==Turnarounds==
 
==Turnarounds==
Turnarounds is pretty much the same as orthographic view, but used mostly in relation to armour and clothing. The same principles apply: drawing a front and back view of the asset - and possibly a sideview. Top views are rarely, if ever, used for armour.
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Turnarounds is pretty much the same as orthographic view, but used mostly in relation to armour and clothing. The same principles apply: drawing a front, side and back view of the asset. Top views are rarely, if ever, used for armour.
  
  
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The in game model turnaround templates are pinned to the #2D channel on the Arcane University discord. When drawing concept art for a project it is recommended - if not required - that the artist displays the clothing on the template to make the job of making armour as easy as possible for the 3D artist. Again you must make sure all the elements align across your views - same height, shape, width, size, placement.
 
The in game model turnaround templates are pinned to the #2D channel on the Arcane University discord. When drawing concept art for a project it is recommended - if not required - that the artist displays the clothing on the template to make the job of making armour as easy as possible for the 3D artist. Again you must make sure all the elements align across your views - same height, shape, width, size, placement.
 
 
[[File:Halo-5-guardians--character--human-male-miner-03--by-kory-lynn-hubbell.jpg|500px]]
 
 
''A character sheet with front, side and back orthographic views (turnarounds) and a rendered 3/4 perspective view.''
 
  
 
==Designs / Patterns==
 
==Designs / Patterns==
These must be made as a separate file - in .SVG file (a 2000x2000px High Resolution .png works in a pinch) format to be exact as black (or a visible solid color) on transparent background. Doing this enables the 3D artist to "stamp" the on a 3D object. This is referred to as an ‘alpha’. Though creating a separate file is recommended, clear designs/patterns can also be placed on the main concept piece as long as it is clear and easy for the 3D modeler to remove and make an alpha from it.  
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These must be made as a separate file – black (or a visible solid color) on transparent background so that the design can later be ‘stamped’ on 3D object. This is referred to as an ‘alpha’. Though creating a separate file is recommended, clear designs/patterns can also be placed on the main concept piece as long as it is clear and easy for the 3D modeler to remove and make an alpha from it.  
 
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In some cases it’s important that the pattern is repeatable. How you do this depends on your software - time to go Googling “how to make repeatable pattern in X”.  
To Summarize
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*High Resolution pattern
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*Black on Transparent or White Background
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In some cases it’s important that the pattern is repeatable. How you do this depends on your software - time to go Googling “how to make repeatable pattern in X”.
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==Materials==
 
==Materials==

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