Textures and shading
After finishing off the modeling phase, I started creating objects that had the most presence in the scene such as the walls, floor, and blackboard. Then the chairs, desks and the projector. Many of the textures have been created from scratch in Photoshop but I also used photos from the web (books and magazines covers, papers). They were dirtied up and layered in Photoshop. The next stage was texturing the electronic devices and the objects on the desks area. The scene was rendered using V-Ray engine therefore I used V-Ray's shaders. My first thought when approaching this work was, that because the complexity of the scene and the amount of details, I must keep the work on the shaders as simple as I can otherwise the work and test renders will be endless. Beside here and there I mostly used the basic shaders parameters, played with the Fresnel reflections, with the amount of reflection glossing and a little bit with displacements. I let the textures do the work and only on specific main objects, like the blackboard, chairs, desks and similar to those, I used more complex shaders with specular maps, glossiness maps etc. |