Problems and Solutions:
Art:
The main focus of the room is obviously the well in the center and the blood inside. The torches were also a key point since the light was necessary but I wanted to make sure that the torches kept the same feeling as the rest of the room, dark and evil.
Technical:
The hardest part of the room was modeling the torches. I went through several models before settling on the one in the final scene. I didn't spend a lot of time in modeler though, since I concentrated primary on the surfaces. I used a lot of procedural textures (several variations on the well alone), as well a various bump maps to give the room a gritty, yet important feel. The ground fog was simple with the lightwave Groundfog FX setting and helped not only mask the floor, which doesn't have any textures, but also added to the eerie effect I was trying to accomplish. Adding a volumetric spotlight through the hole in the ceiling which shines down onto the well helped to draw attention to the center of the room. I originally wanted to use volumetric fire in the torches, however didn't like the final look of it. I opted for volumetric point lights in the center of the hanging balls. I really liked how this turned out because it adds a little bit of fantasy to the scene.
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