Thursday, October 27, 2011

Girl texturing (In Progress...@30% complete)



This image is an update on the progress of the girl model's texturing. Currently, it is at around 30% complete. Many thanks to Aiman Akhtar for modeling, rigging, and texturing my characters. I'm pretty happy with how they turned out.

I wanted the character to have vibrant colors, from the hair and eyes down to the dress. The main reason for that is because I want her to stick out from the environment as much as possible. Since the lighting is fairly dark throughout the film, except for the exterior shot, I want to make sure that she is the focal point throughout.

Wednesday, October 19, 2011

Hotel Lobby Scene (updated images)






I'm finished adding the massive amount of lights that this scene needs. Now, I can begin focusing on making certain tweaks to the lighting. The area around the clerk counter (between the 2 table lamps) is too dark, as is the bottom of the columns leading to the stairs. If the floor is as bright as it is, then the bottom of those columns should be brighter as well.

Speaking of the lamps, they also need to be tweaked a bit as well. The shader on them is absorbing the light way too much right now. The areas under the stairs definitely need to be brightened up. They are too dark at the moment.

The good thing is that now that I have all of the lights that I need in the scene, I can play with the scenes and make minor changes to them.

Wednesday, October 5, 2011

Lighting Test - Bedroom



For the moonlight coming through the window, I primarily used a spotlight with a light fog effect. I raised the density to 2.5 and on the color of the light fog, I added a 3D volume texture. I tweaked the noise type to 'perlin noise' and played with the threshold, amplitude, and frequency to get the look that I was going for. The shadows cast from the window frame are ray trace shadows with a 'light radius' of 1.0 and 'shadow rays' set to 80. The shadows start off sharp and increasingly become softer the longer the shadow is cast.

As for the ambient light of the room, I added several volume lights to allow the rest of the room to be seen in a subtle manner.





The 2 other images above are from the same angle, the only difference being that the lamp on the second image has a shader that creates a glow coming from inside and a more subtle glow on the outside of the geometry. This helps give the illusion of the lamp shade being a translucent material and the glow of a bulb. The light itself is a point light, done in a similar fashion to those used in the hallway scene. A volume light is used to add ambient lighting to the bedside table and the bed near the lamp.

I still need to fix the shader on the base of the lamp since it is absorbing way too much light. The floor should be brighter and more visible than it is right now.