Week 13: Texturing Bus Environment & Lighting Set-up

Introduction:

In this week’s blog post, I’ll be talking about how I managed to texture the bus environment and set up the lighting. Lastly, I’ll be listing down my objectives to complete by next week.

This Week’s Task:

To start this week off, I focused on texturing the bus environment, beginning with the exterior geometry. This didn’t take long at all as I only needed to create two new aiStandardSurface materials, one for the walls, and one for the windows’ borders. I didn’t bother texturing the floor, or ceiling, as they won’t be visible in my scenes.

Exterior Texturing:

Textured Walls, floor, Ceiling & Windows (Exterior)

Interior Texturing:

Next, I moved on to texturing the interior objects, which again, didn’t take long at all. This time, I only had to create three new materials, two for the chairs, and one for the poles. As you can see in both screenshots, above and below, my scene consists of a high level of noise. This didn’t worry me as i planned to fix this once i reach the rendering stage.

Textured Essential Objects (Interior)

Lighting Set-up:

Now that I had finished texturing the bus environment, I was ready to set up the lighting, beginning with creating a SkyDomeLight and applying an HDRI texture to it. I purposely chose an HDRI texture that was captured on the streets as that’s where my bus scenes would be set obviously.

HDRI Lighting:

SkyDomeLight

After setting up the SkyDomeLight, I had a quick preview of my environment, using Arnold Render View. My scene appeared way too dark; however, I was happy with the light intensity from the SkyDomeLight as it gave the scene that early morning feel. Furthermore, I wanted my glass textures to consist of a tad of tint to it, making them appear darker. To achieve this look, I went into the glass material settings and lowered the opacity of “Thin Walled”, meaning the object would appear less transparent, emitting more reflectivity.

Bus Environment + HDRI Light Texture
Glass Texture Adjustments

Lights:

To make the scene brighter without affecting the SkyDomeLight’s lighting, all I had to do is create an Area Light and aim it towards where the subject would be positioned. After doing this, I went back into Arnold Render View to see how my environment now appeared.

Additional Area Light Added
Bus Environment With HDRI Light + Additional Area Light
Scene With HDRI Light + Area Light

Objectives For Next Week:

  • Model Hallway Environment
  • Texture Hallway Environment
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