3. In order to make the scene look very clean and clinical I employed some reflection mapping to help create the polished surfaces on the floor and wall tiles. In the case of the floor which is a flat surface I decided upon the obvious technique of using a Flat Mirror map which is applied to the Reflection map slot as seen in the image below.
I left the parameters as they were and turned the amount down to 7 so as not to overdo it. In the case ot the right hand side wall I did not use geometry to create the tiling and so instead utilised a bump and specular map to create the reflective qualities. I also used a reflection map here which inevitably applies to the entire surface and in the image below, you can see the difference on the right hand side. To avoid making the whole wall reflective you could cut across the plane just above the tiles and assign a different ID number to the polys that constitute the wall and therefore restrict the effects to the polys that make up the tiles using a Multi Sub-Object material.
4. In order to get the bright effct of the light through the window I used Video post to render out the final scene and used a Lens effect glow on a semi transparent box that constitutes the glass. I made a simple box that fitted into the whole that formed the window and set its opacity to 20 and then ramped up the specular level to make it shiny (see the image below).
This image was created using
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