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I had that same thought while I was modeling. A nagging feeling of futility.
You're right. Those designs have been bugging me. I had in mind to keep the poly count down as much as possible when modeling them, but I just might have to go in and increase the resolution a bit.
I do want to ask for suggestions with regard to lighting. Being a close interior space, I am finding it hard to get the lighting I want. So far there are no lamps in the scene. All light is produced by various emission materials on the light objects/meshes. I am sure there is some post processes I could undertake by rendering out various passes and compositing...but oh boy do I need to learn a lot where that is concerned.
I do want to note that I have posted the model and textures for download on my site http://wp.me/p10BYi-ji
:thumb:
Thanks for your input. I like the lighting, but my eye for that sort of thing is unrefined. I was debating adding "studio" lights, but was curious to see what it would look like with just the lights depicted in the control room, the in-universe lighting. There's plenty of light objects, so yeah they could be tweaked any number of ways for whatever effect desired.
The main ambient light in the room obviously comes from the central column, both above and below the central platform. Rather than use emissive for that, I emitted light from a thick cylinder that covered where the central lights are (rather than create each individually, which takes much longer to render with basically no gain). I found this gave sharper/cleaner lighting than using emissive, and was less reliant on cranking your final gather settings to get good results, so can actually render faster if done right.
The other major source of lighting is the overhead roof lights (not the time rotor spotlights). This is where most of the variation in shot to shot lighting comes in. Often they'd seemingly only use one major source of light from the roof, so unless you're looking at the roof, try to only have one or two enabled. Often they'd use the ones nearest the door, where there's the extra light. I use a spherical area light for those, not too large a radius. You can mess around a bit with how deep you put them in those light fittings.
I don't think I emit any final gather from the blue/orange lights. They just need self illumination, and then you can add a glow to that in post. You don't gain much by having them emit light.
Given the number of edge lights, especially with the new ones, maybe stick to using emissive for those. They're not very directional, and would take a long time to render as lights (and add a lot of shadows that may not look nice). The roof edge lights are mostly for effect, and don't add a lot of light beyond the catwalk, and I think the new lights are just there to add a bit more ambient light to be more flattering to Capaldi.
Hopefully that helps you play around a bit.
Nice. Thanks for the ideas. It will be something I will have to try. It's been a fun project, but I am going to have to put it aside for a while. A little tired of looking so closely at the model
http://www.youtube.com/watch?v=XvpfIjCi2bo
I haven't. Well, I just did, but before this reply I hadn't. It's a cool tribute vid. Didn't recognize my model with it all sepia like