In order to get the glow seen in the final render I altered the effect and colour settings under the preferences tab to match those seen in the image below, as well as appliying a glow to the fluorescent light on the ceiling. I placed a few Spot lights pointing upwards to convey the light from these spreading outward and also placed a couple of Omni's at the end of the corridor to suggest light coming in from the left and to highlight the specular map on the double doors.
Texturing stage - Sci-Fi :
1. The texturing process for this scene was a bit more complicated as it involved many more components but the principals remained the same. The floor, ceiling and wall panels were built up from a number of textures that all came from V7 Sci-Fi. For the pipe supports along the walls I started with a nondescript base metal which I tweaked and cloned a little to remove any conspicuous markings and then colour corrected before overlaying various vents and panels from the texture collection. In the image below, you can see in the bottom left corner a final render of part of the scene which shows some of the template on the right. Just above the circular vent is an edge which has nicely caught the light and this has been achieved through both geometry and texturing. The actual polygon on the model has had a chamfer applied along the edge to help produce a highlight but to emphasize this I have duplicated the wireframe layer in Photoshop which was exported from Max and used a Gaussian Blur around 3 pixels and then set the blending mode to Screen at 70% opacity. It is then a case of deleting any unwanted lines that do not correspond to an edge. This technique helps make highlights more aparent but more importantly perfectly alligns them with the mesh.The blue display panels also required some modification as they did not look bright enough in the render. When the texture was pasted onto my template it initially looked like the one visible next to the render - far too dull ! In order to rectify this without modelling a seperate panel I copied the layer and set it to Colour Dodge ( top left ) and when overlayed over the original it effectively brightened the whole section and worked far better
2. As this was a clean version of then Sci-Fi scene which was predominantly metalic I needed to make sure that the floor was quite shiny. In the image below, you can see a render in the bottom left which shows a pretty clean surface with a few subtle highlights and some tarnishing. The textures used to make up this template are on the left of the image and on the right you can see how the lighter areas on the specular map help show some interest around the grooves and catch the light. The small oval lights were actual geometry in order that a glow could be applied in video post.
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