Hi again, It's update time!
So since last time I've been to Gamescom, Sweden game conference, on vacation and back so a lot has happened both inside and outside of this project.
But the focus here should be about this project. And the bulk of the work since the last post has been a complete overhaul of the lighting. I felt that the old setup ended up being way too saturated and bright. And a second point to the lighting was that when I added proper textures the baked GI gave "proper" light from any emissive surfaces. Causing the light on the pillars and in the ceiling to brighten up the entire scene, and that combined with my directional light ended up way brighter than I wanted.
Another big part of whats changed is that I also gave everything in the scene proper textures and UVs, moving away from the simple tiling textures they had before.
For this round of screenshots I went back to one of my extra supporting cameras as an alternative angle. Making sure the scene is keeping up to shape from more than one direction.
The scene now has a proper set of textured pharmaceutical props. With proper list of contents if anyone is picky about their vitamin sources.
I've taken a pass adding proper detail normals to the shader and materials to give those really juicy close ups and in that also aligning the reflectivity of the surfaces with how I want it.
Whats next for the project now would be to start giving the scene some proper dressing.
Getting the pharmaceuticals placed in a more proper and logical sense and giving the scene its abandoned, "someone has been here to steal shit" look.