The
Fleur de Lis wasn´t so difficult
at all, Photoshop has the shape on it´s
default library, just access them at

Rasterize
the shape and then blend it to the concrete
texture below

When
settting up UVs for highly detailed things,
Sometimes is necessary adopting different
strategies. If it´s a flat color,
no UV is needed at all, in this case,
I wanted a concrete/stone look (UV requiered),
but if I Unwrapped each human figure as
I would if it´s highres, I would
have much more time spent and probably
would not reach the deadline at safe time.
A good solution I ´ve found is collapsing
a good couple of human figure on the umbral,
and then applying a single UV mapping
to them all and then repeating the process
until every single one is grouped, collapsed
and mapped. For the walls a planar mapping
will be fine (exept the holes dettached
and maped individually.

Lighting
I
used a single sky light with lightracer
with the following customization parameter:
On
the side viewport you can see the scene
setup

Now
the configuration of Lightracer

you
can click 9 or go to menu Rendering>
Advanced Lighting.
Important parameters to change:
Bounces values determines the bouncing
values of the photon before they die,
higher value, more bounce and more light
(and higher rendering values).
the Color Bleed, will define the reflection
of the object light
The
adaptive Undersampling has to do with
the final quality of the image, you can
see more clearly when rendering GI for
flat-color-object and you can see the
flick when using higher Initial Sample
Spacing. The rule is: For better quality
and less flick, use lower initial sample
spacing (like 4x4 or 1x1) with subdivide
down to 1x1 however it will increase a
lot the rendering time, you can balance
these values and define which one fits
better your needs.
note: You can check out my tutorial on
Introduction to Lightracer on 3DCafe directly
by clicking here.
Post
work
After
the imaged is rendered I added some brightness/contrast
adjustment and a bit of color balance
to Cyan and a bit of blue.
I really recommend some post work to improve
the lightracer render
The
final result is:

hope
you find this project overview useful
cheers
Mario
Russo - 2004