Hi,
glad you like it ...
The modeling was pretty straight forward. Box, bevel, ringcut, scalpel, etc.
Used import children some times to bring in minor details as separate geo and welded them into the main geometry.
Has som precision issues with the scalpel tool ... it is way too inaccurate when working in detailed areas. There should be a key-combination to deactivate the 'stick to the near points'.
Lighting was also pretty straight forward: three area lights as key, fill and back plus an ambient light. Two reflector panes one black other white to control some of the reflections.
HDRI Entrance Hall from Cheetahs sample HDRIs. I got some improvement rotating the HDRI ... a lucky coincidence as I was trying to adjust another issue.
No radiosity.
The lights were grouped together so that I was able to rotate the setup as a whole to study the effects on the model which was quite easy to control in the model view.
Materials: all standard cheetah procedurals, except the table surface which is s pattern generated with Filterforge and then combined with a color gradient (value from image => position from gradient), reflection, etc.
To have a finer control over the bumpmap height I multiplied the noise output (colors 30% and 40% grey) with an additional color node. The 10% difference of the original noise colors produced way too accentuated bumps and with the additional color multiplication I could adjust this to the desired level.
Recipe: 25% knowledge, 25% perseverance, 25% instinct and 25% luck. :mrgreen:
Regards.