Set dressing and setting up a better lighting scenario for the garage is my main focus for week seven.
I started off by listing down what I need to accomplish. Our team did make an asset list earlier in week 4 or 5 but I needed my own to do list for this week since I tend to organise my tasks as chunks of assets.
My first task was to set dress the empty shelves since the shelves are somewhat close to the camera and is sitting in the center of the frame.
I started off by adding a layer of plywood on top of each shelf to add more detail. I looked at some references and notice that there are usually a lot of containers on these shelves so I decided to make a container and a pile of wire in maya.
Here is what these assets look like in the scene.
I also made a new platform for the car since the previous one has some faceting.
After that I went in and adjust the lighting. I fixed the problem of the volumetric light not showing up in the render from last week. I also tweaked the overall lighting of the scenes too.
After a couple of iterations I ended up with this.
Added in a lot more variations to the textures like some cracks and water puddles on the cement floor. I also added some dirt here and there.
I also went into substance painter to add in more detailing to the walls so to break the monotony of the reflected light.
(If time permits, I might come in and fix the design of the wall a bit texture-wise, but this one is of less priority since it's not gonna be that visible anyways)
I also added some leakage decals to the walls to add some grungy look to them. Plus, it makes sense since there are a lot of pipes in this garage.
The volumetric light that is on top of the car is enhanced with the volumetric scattering and the usage of IES to give it sharper edges in Unreal. For next week, I would like to focus on more high fidelity details in some of the textures and adjusting the lighting by darkening the background and the foreground.
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