I used Vray materials for every object on the scene, lots of them with their bump and specular. For example, here you have the wooden floor. In this case I used also the ColorCorrect plugin, in order to have more control on the color, brightness & contrast of the texture, without externally modifying the bitmap itself:



Another example is the prisoner ball, which is a Blend material, between a clean glossy metal, a corroded metal, and a mask to mix them:



Lighting

Lighting the dungeon was kind of complex. I used 22 lights (some of them, instanced). For the outside, since it’s a night scene, I used a dark blue for the environment, and a light blue direct light for the moonlight (I’ve seed it’s a common mistake to think there’s no light at all at night). And in order to see a silhouette of somebody walking on the outside, I placed a streetlamp with a spot light and volumetrics on (with vrayshadows off, because they are not compatible).




On the inside, main light comes from the halogens on the ceilings, which are photometric lights, using the well-known IES file “1589835-nice”. Some other lights are: another photometric light on the stairs, with a warm orange tint, a huge vraylight coming from behind the camera, both lamps (the Tolomeo on the left and the right hand corner one). And the rest of the lights on the scene are the ones that come from the screen of the monitors and the leds of the Tsunami cases (vraylights most of them).




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