3D
As from Monday, I did a test render with the 3D designs, i.e. Keywords in a 3D backdrop designed from Photoshop and imported within Max. It’s kind of hard to show if you don’t have 3D glasses to see the effect. Within the message, is a series of keywords: Come Willingly, Fontaines, Atlas is coming, Missing Girl, Sir Prize and Sally.
These keywords means something for the audience. “Come willingly” & “Fontaines” is to place the beholder to head to this destination. As Fontaines Department Store is the last location in the Burial at Sea episode 1 area. “Atlas” plays no relevance to the DLC but as the new content is placed just before the storyline of Bioshock 1, it is clearly a reminder. The “missing Girl” is the whole focus, thus “Sally” is highlighted as well. The “SIR PRIZE” is a location is Fort Frolic and is accessible in the Bioshock 1 core game. This is the last location where Sally was.
The images from Photoshop was imported within scene to get to this render. Most of the areas can be seen in 3D though some of the text shrank so much, the 3D kind of lost it. And as this is a mathematical issue in terms of angles, the render is somewhat isn’t oriented properly because the way of the 3D posters are angled. So I’ve been working on a work around to get past the issue.
I’ve done the same render but took out the keywords out and did a quick render. The water plane was taking up most of the rendering time. The plan was to put back the keywords within Photoshop manually for a better experience.
(Updated Scene. 3D Specs required)
The lettering is now more prominent than the first render.
What I didn’t intend was the lighter areas would be highlighted through the specs which is something I did not intend and so the certain background colours will be changed.
Further Research?
Though there is a few areas to tweak, is to quickly run through a few more tests around 3D to really pop out the lettering.
Other Updates
Before, I had the issue of the glass not reflecting/refracting enough a watery effect.
Now and hour and half in rendering, by adjusting the glass plane with a solid glass material modifier and effecting the light properties with effects to allow lighting to come through the plane is done. I think I will make 2 or so passes then composite the images. Depending on the camera angle, I expect more time is needed on the rendering as the plane will still reflect whatever is within the interior and the ripple effects will increase thus.