Showing posts with label Environment. Show all posts
Showing posts with label Environment. Show all posts

Saturday, 8 December 2012

Unit 7: Narrative Project - Factory Lighting Tests

Below are screenshots of various lighting tests, some changes being more subtle than others. I was trying to get a balance between the warm lighting of the fire in the furnaces and cold lighting from the lights. I had to be careful not to make the scene too orange as this started creating a warm looking environment and we felt that the factory needed to remain harsh in places.


Friday, 30 November 2012

Environment Garden Final Renders






Environment Pipeline

3D Model with Paint Effect Trees


Wire Frame


3D Model and Wire Frame with Paint Effect Trees


Textures Unrendered


Beauty Pass


Ambient Occlusion Pass


Final Render - Beauty and Ambient Occlusion Pass

Environment Lighting

It's fair to say lighting has been a bit of a struggle!!! However, over the course of 5 days I'm finally satisfied with it! Below shows my progression and problems from start to finish.

This is how it started ... not my finest work! I'm not even going to explain what this is, except the sun looks as if I added it in Paint!!
 

Moving on ....
 
Progressing without the environment and sun I lighted the set with a series of 'soft' spot lights to create a 'warmth'.


However, I need to include the sun and an environment so I restarted the lights from scratch and added a directional light, area light and a few spot lights. The main problem encountered was the shadows casted by the tree paint effects. Below is a diagrams explaining which settings created the effects. It was a mixture of these settings and the conflicted lighting causing several types of shadows.  



Changing the settings on the paint effects allowed them to cast a soft, realistic shadow, but altered the quality of the trees, hence when rendering I'd have to render on two different layers and then over lay the trees onto the correct shadow cast. I experimented with this and found the final images a little 'clunky' so I restarted the lighting for the last time.
 

The settings below gave a soft shadow, but not 100% realistic shadow castings. On artistic purposes I pursued with this lighting and shadow settings. I was concerned about the tree that is closest to the house, as when the shadow was cast the washing line looked like it was floating!! Hence, I created a poly tree under the paint effect one to cast a shadow. Below the diagram shows the settings for the final lighting.   


Final Lighting Renders



 
Below is a colour test for the environment shader.
 

Thursday, 29 November 2012

Environment UV Mapping and Texturing Progression

So here's what I've neglected to post for the last week, very stressful and taxing, but hopefully rewarding now. I’ve fully UV mapped and textured the 3D model of the environment, including paint effects. The props are also UV mapped and textured. The textures are soft and paintly to add to the atmosphere, quite a large number are hand painted. I tended to use real material images for the bump map to give it a contrast between art and real life. Below are the results. The lighting scene within the imagery is basic and is just used to give a soft atmosphere.


All texture Colour Maps and Bump Maps
UV Mapped scene with Paint Effect trees
(Below) 
UV Mapped tiles and Washing Line - using NCloth for items on the line
 (Below)
Texture Progression
 

 
Base house textures and wooden beams
Tiles Texture Test
(Below)
Grass Texture - Bump Map testing


Charles's Toys UV Mapped

Final Textures - Colour and Bump Maps
(Below)
All Props (left) and Alphabet Blocks (right)


Alphabet Blocks
(Below)
Jack In the Box (left) and Spinning Top (right)



Train Final Render


Monday, 26 November 2012

Unit 7: Narrative - Factory Pipeline

The second of the two scenes has now been entirely modelled and textured, and is ready to be lit. The pipeline is shown below. The next stage is to add lighting and smoke to really create some atmosphere within the factory.

Untextured

Wireframe

UV Mapped

Final Textured (unrendered)