Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: A render of my 3D cathedral's interior hallway. Since I had to construct this entire interior scene before I started blocking out my separate exterior I knew planning and concept work would be key. In order to better focus my energies I chose a smaller area to build for the interior (as opposed to my original idea of an entire gothic cathedral inner structure) and proceeded to test out various texturing and lighting methods which would be crucial in establishing the mood.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: A side shot of the inner cathedral hallway. During this entire project the constant thorn in my side turned out to be something I'm usually quite comfortable with: lighting. In order to achieve the streaking rays of light look I went ahead with volumetric lighting within Max, but issues quickly surfaced with areas being blown out and projectors not looking realistic. It took a lot of tweaking, but I was able to get the lights under control for the scene, and also added some postproduction glows to the windows to give them some life.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: More of an overhead render here which shows a small stone staircase. I added some torches to the many supporting pillars and also thought about throwing in some particles effects to create fire. but in order to keep the dark light scheme and to save time I decided against it.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: A high angle render which hopefully gives a better look at some of the dynamic volume lights and lens effects I used. I don't sress it as much in this scene, but the texturing was also a big step in making this a successful project. Really like how the stained glass windows came out.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: A dramatic, yet quirky, test render where I threw in some environmental fog and haze. The effect is kind of interesting and gives the impression that the hallway is more of a tunnel leading outside.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: A close up render of one of the stained glass windows in the scene, You can clearly see the volumetric lighting in play here as the rays of light pour into the camera.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: Another head on render of the hallway but this time a bit lower to the ground. The central area in a render like this was a place which was really blown out originally when I had tons of volume lights. Later by mixing in some directional lights I was able to avoid that problem and saved the scene. Whew!
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: A flat render of my scene which showcases exactly what I was going for in this project: simple geometry. That method became key with my tight deadline since I saved a lot of headaches by building a relatively uncomplicated scene fairly quickly. I then had time to make the project successful with extensive texture and light work which gave me the look and mood I was originally aiming for.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: The same perspective as the previous shot but in wireframe mode. I implemented a ton of modular construction to speed up my modeling.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: Another render of the cathedral hallway in wireframe mode. Even though I stressed earlier the relative simplicity of the scene it is still a bit complex in spots as can be seen here.
Completed on: 2/24/2006
Medium: 3D Studio Max 8
Info: Another render of the cathedral hallway in wireframe mode. Most of the details which are seen in the final environment renders can be directly attributed to the texturing and lighting of the scene.