Monday 12 January 2015

Urban Decay Final -- Increasing Lighting and Texturing Skills

Beauty Pass for Urban Decay
Continuing to learn render layer set-up for 3DsMax

I wanted to make the photometric lights physically visible in the scene as a line of bright factory lights above the pipes, against the brick wall. There must be some obvious settings to do that, I could fake it in-post too. I did want to make the dirty glass windows have some luminescent glow, but the phong shader either went invisible of solid. That one shadow on the ground is too sharp. Overall, I was going for a dreary feeling. The overcast sky helps that come across.
A bit of Z-depth and glow added to the windows. Another render is needed to make sure that the dirty glass texture is visible.

Urban Decay WIP November 2014 from sandra herman on Vimeo.
Quick breakdown of early light setup and textures.

Friday 9 January 2015

Urban Decay Textures Revisit in 3DsMax


Starting to relight the scene in 3DsMax. There was this problem with the walls, floor, and roof disappearing. Originally I thought it was a MR sun/IBL issue, so I thickened the geometry of the walls. It was just a matter of changing the settings for a few shaders. Above is the scene, the second version has final gather settings. There is a directional sun light (key) pointing into the open wall and a fill light.  

Compositor Show Reel Shot Breakdown  Access to reel requires a password. https://vimeo.com/manage/videos/917204614 00:00 – Title Card 00:02 ...