Below is the revised lighting and scene setup for the new sig sauer composition for the shot. The main light source which is the larger area light has been moved behind the sidearm itself. Another extra secondary light source has been added, the smaller spherical area light. This will introduce a secondary rim light that will add a new aesthetic dimension to the overall shot and composition and will serve as the blue light which will permeate the room.
Final Gather Render Pass
This layer simply is not enough, so we decided to introduce more detail to the weapon texture, we also needed to dial down the eccentricity and reflectivity of the wood texture blinn so that the bullets would not create such an unrealistic refection. I did not want the wood to have a polished finish and appearance. The bump map also needed to be increased in order to get some wood grain effect which is absent in the above image.
After
All the above layers were combined to create this composite. Scratches and textures were overlaid over the top of the final gather render on the pistol only to suggest that it has been used and so that the textures were not too clean. A slight vignette has been added purely for photographic aesthetic effect. The bump map works really well here and is enough to get some really nice highlights and shadows to the grain of the wood texture. Indeed the suppressor has been mostly cut by the frame, in the end some compromises had to be made to this shot. In my opinion it does not really matter that the silencer is no longer in shot. The gun itself is informative enough to the viewer.
Original Storyboard
The composition here initially felt right and informative, however Alex recommended that the shot should be changed for a more interesting one that was more appealing to the viewer. In this case I have to agree with him.
I decided that this previous render and composite was dull visually and needed some improvements. The shot was also too contrived in my opinion and the camera angle was not creative enough.
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