The lighting was done using multiple low intensity Omni lights with various attenuation ranges and shadow maps. The light source is supplied by spotlights above each of the ceiling vents that use volumetric lighting to add an old and dusty atmosphere. The settings for the spots can be seen in the Environment dialogue box on the left hand side in the image below.
Texturing stage - Hospital :
1. The hospital scene is the final version in the set and uses images mainly from V6Clean Textures and one or two signs from the Sci-Fi collection. This represents our contemporary version and is the simplest in terms of geometry. In contrast to the others I wanted this scene to look very clinical for obvious reasons and use textures that suggested this. As a result I deliberately opted for a simpler look and did not fill in the space with too many incidental details on the templates that may clutter the corridor.
2. The first thing I did as usual was the floor and walls and these were made up of just a few images from V6. The floor composed of a single texture that was colour corrected to match the scene and similarly the ceiling which also had a couple of vents overlayed to add interest. For the walls I used a base texture of a worktop and then pasted in a bottom row of tiles and a duplicate ceiling vent. The arrow sign was taken from V7 ( Sci-Fi ) and the lines were simply painted in on a seperate layer set to Overlay (see the image below). In fact all the signs and numbers in the scene were taken from V7 and most of the surfaces were made up from as little as one or two textures. The far door at the end of the corridor is not actually modelled and uses a simple wood texture with the contrast turned down and with a couple of metal plates painted over the top.
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.
To see more examples, download free
samples and read full details follow