
5. This about completes the stone version which is perhaps the simplest of the three and when all are applied to our geometry we end up with a scene that looks on the right.
The lighting was done using multiple low intensity Omni lights with various attenuation ranges and shadow maps. The light source is supplied by spotlights above each of the ceiling vents that use volumetric lighting to add an old and dusty atmosphere. The settings for the spots can be seen in the Environment dialogue box.
Texturing Stage - Hospital
1. The hospital scene is the final version in the set and uses images mainly from V6 and one or two signs from the Sci-Fi collection. This represents our contemporary version and is the simplest in terms of geometry. In contrast to the others I wanted this scene to look very clinical for obvious reasons and use textures that suggested this. As a result I deliberately opted for a simpler look and did not fill in the space with too many incidental details on the templates that may clutter the corridor.
2. The first thing I did as usual was the floor and walls and these were made up of just a few images from V6. The floor composed of a single texture that was color corrected to match the scene and similarly the ceiling which also had a couple of vents overlaid to add interest. For the walls I used a base texture of a worktop and then pasted in a bottom row of tiles and a duplicate ceiling vent. The arrow sign was taken from V7 (Sci-Fi) and the lines were simply painted in on a separate layer set to Overlay. Most of the surfaces were made up from as little as one or two textures. The far door at the end of the corridor is not actually modeled and uses a simple wood texture with the contrast turned down and with a couple of metal plates painted over the top.
3.
In order to make the scene look very clean and clinical I employed some reflection mapping to help create the polished surfaces on the floor and wall tiles. In the case of the floor which is a flat surface I decided upon the obvious technique of using a Flat Mirror map which is applied to the Reflection map slot.

I left the parameters as they were and turned the amount down to 7 so as not to overdo it. In the case of the right hand side wall I did not use geometry to create the tiling and so instead utilized a bump and specular map to create the reflective qualities. I also used a reflection map here which inevitably applies to the entire surface and you can see the difference on the right hand side. To avoid making the whole wall reflective you could cut across the plane just above the tiles and assign a different ID number to the polys that constitute the wall and therefore restrict the effects to the polys that make up the tiles using a Multi Sub-Object material.
|
|
|