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Fallen_Garden.png
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ChristianCV_FINAL_RENDER.jpg

This is the final rendered image of "The Fallen Garden".

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ChristianV_Render2_EnvDesign.jpg

Final rendered image, but the textures have been stripped.

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wireframe_edited.jpg

Camera perspective, not rendered, showcasing wireframes.

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Scene_NoRenderedLighting_edited.jpg

Camera perspective, non rendered lighting.

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Lighting_edited.jpg

Perspective, showcasing lighting layout in Maya.

Writing_Bio_Assets.png

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

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ChristianC_ModelCheck_Render_edited.jpg

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.

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ChristianC_Render1_edited.jpg

After receiving some feedback and sourcing more models, I came up with the close to finished scene composition. I really wanted to capture the depth and a sense of grandeur.

Writing_Bio_Assets.png

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

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ChristianC_Render8_edited.jpg

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.

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ChristianC_RenderUpdated_edited.jpg

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.

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ChristianCV_FINAL_RENDER.jpg

And this was the final result of the lighting. It captures the rays in a way in which I think still adds divinity to the piece but clearly shows the textures and models without fading them.

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