Showing posts with label Environment. Show all posts
Showing posts with label Environment. Show all posts
Tuesday, 1 February 2011
Image refrences for warehouse
I started looking at working warhouses showing how they are cramped spaces filled up with storage. I like the different camera views because it allows to start thinking of how the space would look in a close up, bird's eye view or long shot.
I then found examples for abandoned warehouses as another potiential for the narrative as a space not used for it's actual function but as a home for the character but this is still opened to multiple possiblities at this stage.
Thursday, 20 January 2011
Digital Set Pipeline Renders and Final Scene
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| Final Scene |
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| Beauty Pass |
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| Ambient Occlusion Pass |
Digital Set Pipeline Light tests
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The above images are all experiments with lights and camera positions. I tried area lights, point lights and directional lights to work out how much light I wanted to flood in to create the creepy atmosphere. I also looked at intensity, thinking about how much light I want fill the front and back of the scene. I decided that three area lights around the front and a point light in the centre were most successful.
This is the lighting I chose because it is close to what I envisioned in the concept. The matte painting can still be seen but also a wall of shadow concelling what is blocking the door way. The rest of the room has been subtlley lit for an errie atmosphere.
Matte painting
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| Final matte painting - darker |
This is the final matte painting that I will use for the final scene it depicts a door leading into a cell but the entrance is block with a broken wheel chair. I had to darken the painting so that it represents what we can make out in the darkness. Below I have included all development and preparatory steps taken to reach this stage.
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| Began blocking out painting |
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| Experimenting with a narrow distance perspective |
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| Experimenting with a closer perspective adding the broken wheel chair and open door |
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| adding skirting boards and door frames |
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| starting to increase shadow |
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| More shadow and texture for the door |
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| Experimenting - pushing the close view back and strenching out walls, floor and ceiling |
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| Adding shadow to match the back image |
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| Adding shadow and green highlight |
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| Bringing back image foward again |
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| Lightened image and deleted green highlights so can be lit with scene in Maya |
Digital Set Pipeline Texture maps - Textured scene
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| Texture map - bottom skirting board colour |
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| Texture map - bottom skirting board bump |
These are shots of the textured model, I had to edit the bump values down to lower the level of texture. I had a few problems adding the textures because the file was not recognised but I resolved this by recreating the maps.
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