4. In order to get the bright effect of the light through the window I used Video post to render out the final scene and used a Lens effect glow on a semi transparent box that constitutes the glass. I made a simple box that fitted into the whole that formed the window and set its opacity to 20 and then ramped up the specular level to make it shiny. In order to get the glow seen in the final render I altered the effect and color settings under the preferences tab to match those seen as well as applying a glow to the fluorescent light on the ceiling. I placed a few Spot lights pointing upwards to convey the light from these spreading outward and also placed a couple of Omni's at the end of the corridor to suggest light coming in from the left and to highlight the specular map on the double doors.
Texturing Stage - Sci - Fi
1. The texturing process for this scene was a bit more complicated as it involved many more components but the principals remained the same. The floor, ceiling and wall panels were built up from a number of textures that all came from V7 Sci-Fi. For the pipe supports along the walls I started with a nondescript base metal which I tweaked and cloned a little to remove any conspicuous markings and then color corrected before overlaying various vents and panels from the texture collection. Belo you can see in the bottom left corner a final render of part of the scene which shows some of the template on the right. Just above the circular vent is an edge which has nicely caught the light and this has been achieved through both geometry and texturing. The actual polygon on the model has had a chamfer applied along the edge to help produce a highlight but to emphasize this I have duplicated the wireframe layer in Photoshop which was exported from Max and used a Gaussian Blur around 3 pixels and then set the blending mode to Screen at 70% opacity. It is then a case of deleting any unwanted lines that do not correspond to an edge.
This technique helps make highlights more apparent but more importantly perfectly aligns them with the mesh. The blue display panels also required some modification as they did not look bright enough in the render. When the texture was pasted onto my template it initially looked like the one visible next to the render - far too dull! In order to rectify this without modeling a separate panel I copied the layer and set it to Color Dodge ( top left ) and when overlayed over the original it effectively brightened the whole section and worked far better.
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