BSCO Progress, Coffee Table Render 2
Tuesday, June 26th, 2007
Here’s the latest render. At this point, I optimized some of the geometry, did a complete UV map and pack, and baked the ambient occlusion and procedural wood. I decided to use the procedural wood rather than paint a wood map because the procedural texture created the soft, clean look I was going for. I can always paint on the baked map if I need to make any specific modifications. This shot was rendered with only the default 3ds Max lights and no shadows. Everything is baked in! Ambient Occlusion + Render To Texture = Awesome.


