Combining the previous elements, I have tried to find an interesting lighting
Step 1 - Finding the position of the sun
Step 2 - ...so turn off the ambient light
Step 3 - Add a punctual light so we can see the background
Step 4 - Add a punctual light so we can see the wall on the right
Step 5 - Add a soft punctual light to illuminate the wall on the left
All these lights are of low intensity, but with very high softness.
This technique is good to to obtain a faked radiosity.
Now, with the lights set up I added some objects to the scene:
Here I have added the very nice Vespa model by David Lam that can be found at 3D Total, too.
Then I put in some vegetation to catch some light.
This has a very intersting sideeffect too:
it corrects the shadows on the ground which are now quite realistic.
The two crates on the left catch the viewers eye by creting a small lit area.
Finally I began adjusting the textures:
1. I have increased the bump level of the texture for the left wall and add some reflecivity to the concrete texture. This add some contrast by catching more light on one of the two textures. Remember, I mixed two texture maps for this wall.
2. To modify the texture of the walls, I used this technique too: At first I generated a Terrain and assigned a texture to it, then I cut this terrain out of parts of the walls using bolean difference (Substraction). The walls will then look as if they are partially falling apart.
This highly increases the level of detail in the scene.
The last two operations performed on the Image were "edge enhancement" and "gamma correction".
I did that using a simple little software: XnView. You can as well do it with most other 2D Packages, though.
That's all folks - I hope you enjoyed this.
< previous page