From early on I knew what type of scenery and mood I wanted to convey. I wanted a sad, yet beautiful garden, that looked like it could have belonged to gods. So I knew I needed multiple high poly statues and columns.
Composition Process
At this stage, I was just focusing on trying to get the composition right. I was trying to match the mood I had in my mind and convey it visually without it looking overwhelming. At this point, I had collected a small number of models and placed a few primitives to try and capture the mood I was going for.
When I initially thought of this idea, I always wanted that godly/heavenly feel to it, and I wanted that to be replicated in the lighting of the scene. So achieving a heavenly, almost cathedral-like lighting style is what I was going for.
Lighting Process
This was my first go at the lighting in this scene. I tried to capture the overwhelming light from the main centerpiece, which is the window. The result was inadvertently making all my models show as silhouettes. Although it looks beautiful, I need to showcase textures and the statues showing that it's a fallen garden.
After receiving some critiques, I knew what I had to do. I went back and changed lighting intensities and exposures, and also added tons of new lights. I really wanted to show the light rays in my scene, but at the time, I didn't know that using the aiAtmosphere with high density in the Arnold renderer was messing up my overall scene by making it too foggy, as result, the models appeared faded.