Texturing sets
The first thing which was done after the sets were in place was baking the AO maps to help with placement of textures. I love what a bunch of cables and wires look like on an AO map.

Then some textures from the project's texture collection were mapped on, mainly just for diffuse. There was a general problem with texture quality because even though the maps were 4k they were being projected onto a large area. There was only really time for one UV map, so we didn't use multiple UV unwraps for this - which would help solve the problem.

Texturing assets
We recycled some assets which had been collecting dust and placed them into the sets for some extra detail. I didn't model any of these, Jamal had modeled the telephone, and i'm not sure who modeled the circular gadget. I just unwrapped and in GIMP chucked on some textures, one for diffuse and a greyscale version for spec and bump.

The telephone was quite fun to work with. Anyone from South Africa might appreciate the deteriorated logo of the telecommunications provider.


Bassam did the compositing. This seemed quite a deal, with all the television screens and their individual video feeds, there were some issues with hard blinn specs over the video footage and creatures running over it. Below is a test render done before comp of an initial shot.

Whimsy Collective asked on the blog how big the project file size was, which I had neglected to respond to (sorry Whimsy):
- The file size I have is 1.2GB (without rendered frames)
- There are about 25 video files for the TV's totalling in at 650MB
- The texture files come to about 350MB
- The blend files come to about 100MB
- Then there are leftover files such as concept art etc