Dan Edgley had put together a scene file with all objects imported. I recreated the the floor and wall tiles - giving them more definition, as well as adding details such as pipework on the walls.
Light setup:
I cannot justify having such an immense number of lights (18 in total) yet this doesn't affect render time drastically, as we will not be rendering using Global Illumination or have every light casting shadows. This is probably not the correct workflow, yet it has given the right results.
Initial render
Update
Final
In order to achieve the 'soft' look which Dan Edgley was aiming for, it was necessary to increase the number of lights which cast shadows, and also alter attributes on textures (such as diffuse, specular etc.) and the textures themselves. I should also add that I textured most of the environment (apart from the props) as shown below:
The light set up will apply to many shots in Polished Off, and Simon Harvey will be responsible for making tweaks with the lighting for each individual shot.
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