![Train Station Homeword](https://iadtgame225.wordpress.com/wp-content/uploads/2012/10/train-station-homeword.jpg?w=538&h=403)
I had somehow imagined working within the actually train station to initial be a nightmare, and I was right. The was my first thought going into this, but after hiding parts of it, the hassle of it quickly went away. I had my idea set from the start I wanted to do a shot of the lead engine with a clean polished look, and of the floor as an impossibly shiny tile, almost a chrome so to speak.
As far as shaders went I made a steel one, and a mocked up “chrome”. For the steel shader, I will admit that I used a tutorial, so to save a bit of a headache of me explaining what I did, and for those who might be interested http://www.youtube.com/watch?v=HqY9viwoy8s&feature=related. I made a few changes to the material once I had the basic idea of it down, so that it was a darker looking steel. I figured it would go better with the lighting that I had in mind. And for the floor, I simply changed the diffuse and ambient of a standard material to a gray that was just a little darker than a normal gray, pumped up the specular level and glossiness to 40, the put a raytrace shader on the reflection map and turned it to 45. Any higher on the reflection and I felt as if it was just overly reflective for what I was going for. I did a wood shader for the benches just in case one was going to find it’s way into the shot, but I worked around it. Quick rundown on it though, had the default wood and diffuse, had the same bump map for it just changed the lighter color to black, and the darker color to white, and turned the bump down to 20. That was all.
The light I wanted to go with something that looked eerie and mesmerizing to a point. With the shaders in place on the train and on the floor, I was going to to need the lighting to show it off. I started with a skylight that is on the placed behind and to the left of where this shot was taken. I had a VERY low multiplier setting on it, 0.02 I think it was. And a very dark blood red. I did this just so that the subtle hint of the color was in the air. With the cast shadows option at 20 rays per. I also placed an omni light under the train itself with a little brighter of a red and more powerful, to help give the feeling of animosity that the train gives off. I was really happy with the side effect that the omni light provided. The half red ring with the gaps in it on the far wall is the light pushing out through one of the wheels and casting the shadow. Lastly I had omni lights set in the actual light fixtures within the scene and had turned them down drastically and refrained from adding a decay mode to them, it made the scene to dark. I had set them to the same dark red shade that I had used with my skylight, but then slid it down so it had more white, with only a hint of the red.
All in all, I was happy with the way the scene had come out. And aside from the fanagling my way around the scene without anything hidden, there was no real issues that presented themselves. But on a side note, using the skylight with shadows per ray and then the materials that used ray tracers within their maps, really extended to the render time, it was long enough for me to shower, eat dinner, and come back with it just about to finish.
Kody Sokalski