This is an abandoned warehouse.
The scene was modeled, lit, rendered and composed in Blender. The textures were made in Substance Painter (The center pillar was sculpted in Zbrush).
This environment was created for my schools Graduation project: a short film (I'll provide the short when my school allows me to).
We were a team of 9 people to work on this short and this warehouse was my biggest contribution to the project.
The two renders that you see don't have the same feel as the wharehouse that's in the short because for the short, I did not do the lighting, rendering and compositing. Moreover, for the short, everything was rendered in Guerrilla whereas for the two renders that I provide, I re-did everything in Blender: Lighting, rendering and compositing.
Hope you enjoy! ;)
rostzwiebel thx a lot ! :)
Your short film is AWESOME!!!! :O
@jlampel
I've linked the final project that this environment was intended for (because my school just gave us permission to share it online). This gives you more angles to view the environment and a comparison point. Please read the description for more details.
Hopefully this helps you enrich your critiques. :)
Love it. Great indirectional lighting. :)
Excellent job! Very evocative
Hi eemptym Thx for the compliment.
For the lighting I used a unified background color set to white but I also set it to be transparent at render. So normally all the holes in the roof and windows are transparent. But then I still needed that blown-out effect with the white comming from the window side si I added a huge emission plane behind the windows (and the roof holes on the left side of the roof) to have a strong white color comming from outside. Then in the compositing I added a slight glare and some sunbeams (I had to use some maskes to only have the effects where I wanted) and I also added that blue color for the sky behind the transparent roof holes on the right. The atmosphere was made using a volume scatter domain in the whole warehouse (the volume density is quite low). The fact that I used volumetrics and that it's an interior scene increasses the render times a lot. I used portals for the light and I had the plesure to use the new denoise feature.
Hope this answers your question well enough. Feel free to ask for more details. :)
I'm just wondering how you got the lighting to be PERFECT!
Incredible attention to detail and realism. Fantastic job!
WOW!
frikkr Thx :)
Of course : I started by modeling a couple of low poly debri (diffrent stones) and a few bigger ones (broken concrete blocks, planks, sheets of metal). Then I used the proportional editing tool on a grid to create the shape of the pile. I then added a particle sytems on that shape instancing all the small debris that I had grouped. Finally I hand placed the bigger debris on top. I hope this is clear enough, let me know if you need more details.