I began with the corner of the warehouse, some storage racks, a crate, and a wood pallet. The flashlight is just a placeholder at this point. I was playing around with some overhead lighting and shadows with this version.
Warehouse Render - Version 01 - 14 August 2010
I then added the steel frame of the building and began creating the textures. I realized early on that the crate with the main artifact would need to be much closer to the camera if it was going to be an effective focal point. I intentionally kept the lighting dark, in an effort to hold a strong focus but the overall scene is almost unreadable this way.
I brightened up the scene a bit in this version. I also added a pallet jack, a crow bar, and a mask. It took quite a while to decide on the mask as an artifact but it ended up being an effective choice, in my opinion. I used a segmented box and edited the vertices to match a photograph of a mask I found online. A mirrored instance allowed me to keep the mask symmetrical throughout the process. I think it turned out well for one of the first complex, semi-humanoid forms I've modeled.
The distance of the crate and mask still needed major adjustment in order to bring out the appropriate level of detail. It became a much more interesting composition with the mask and crate just off center. Illumination and volume fog from an emergency light was used to help balance the composition.
The rest of the textures were finished and applied. Lighting adjustments were made, both in 3D Studio and in Photoshop (for the sake of printing), to make the image more easy to read. The result is an early morning shot of the warehouse after the failed late-night burglary.
I'm pretty happy with the results of this project. The final poly count was 2320 and the final tris were 4214. I don't actually remember the final texture size but I know I had room to spare. Opacity, Specular, and Bump maps were not counted in addition to the matching diffuse maps involved.
There are a few things I might have changed or done differently, now that I'm more experienced, but I'm happy with it for what it was. For screen viewing, rather than printing purposes, I'd actually prefer a blend between the Final Render and version 11, as far as the brightness of the lighting.
I'll end with a dough-boy render of the final with wireframes:
Cool. Nice work. Reminds me of a Lara Croft scene mayhap? Can I hire you to be my photoshop alter-ego? PS and I are not getting along.
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