The Greatness of Visual Development!
When watching film or playing a game, I always took the way a scene looked for granted. The lighting, the texture of an object, even the way certain shadows fall from a blade of grass, it just was part of the experience but now after having to match and create a scene I know better.
The Scene that was supposed to be replicated from lambert objects to finished quality scene.
This is just the key light render that was given to be used as reference in which I had to duplicate. Beginning with the lights.
Here is the beginning where the keylight is to the left of the scene and the fill light is to the right. In doing both of these types of lights I learned about Mental Ray lights in which you adjust the intensity with the temperature of a light instead of just cranking the lights intensity and color to achieve the desired effect. Next step was UV’s and Textures.
Here I went through and fixed the UVs of the paint scraper and the pulley, along with duplicating the style of textures that were given through the reference. Ended up using Photoshop to recreate the desired look along with some color matching and trying to fix some of the highlights that were on the texture maps themselves. I think the coolest part that I worked on to this point would be the chrome washers that are on top of the books. Just the way that mila_materials can be adjusted without having to constantly change the texture maps to get a desired effect. Instead just being able to adjust using the diffuse mila_material to dull out some spot or having the weighted reflection layer to brighten the shine up, just the amount of control that was given just was awesome.
And finally the last render before doing doing batch renders for NukeX. On that same note I would love to jump into Nuke more and learn the different effects that can be used on scenes. Here in this shot I did a glass material using the mila_material in which, yet again made the process so much easier. Just adding layers that each can be adjusted individually to change the look of the glass on the fly.