5. With these components in place we can now add some further panels that slot in between them along the walls. Because these will be straight forward in shape we can make them from a simple box and just add enough segments to get the outline as shown in Figure 7. Again don't forget to chamfer the edges that will be visible and then scale the panel to fit neatly beside the existing ones..
6. As this will be a different type of corridor set in the future I decided to use artificial light to illuminate the scene that would sharply contrast with the natural daylight suggested in the first version. As a result I decided to place a number of wall mounted lights spaced evenly down the corridor that would be suspended just above the large pipes (see the image below). These will eventually cast small pools of light onto the walls and floor and help highlight the pipes as a feature. You can see in Figure 8 that the lamps have been assigned a Multi/Sub-Object material with just two ID numbers, one of which represents the light itself and the other being assigned to the fixture. You can see in the material editor that the bulb material in ID slot 1 is set to white with full self illumination whilst the second sub-material is attributed to the lamp itself with an ID number of two ( highlighted in red ).
7. For the third version of the corridor I decided to set it in a more contemporary setting and plumbed for a conventional, everyday type of architecture that could be used to represent a hospital, school or even an office block environment. I kept this particular scene very simple in order to transform it through the texturing process and wanted to have a set of windows on only one side that would let in sunlight from the left (fig.9 ).
This image was created using
a few of the hundreds of textures from the
Total Texture CDs - very comprehensive texture
collections priced with the hobbyist in mind.
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