Healthcare Hospital ICU
In 2010, I helped another artist flesh out an ICU floor, at Lockheed Martin: Virtual World Labs. I was put on to do some props and lighting. We used Ogre3D for our rendering engine, so we decided to bake all the lights into the textures; it was my job to figure out the best way to do this after I lit the scene.
The Lighting
I used photometric Mental Ray lights to light the space. I cut up the floors into 3 sections with each their own texture with a lightmap bake, then I mirrored for the other hallway; the walls and ceiling were done similar.

The Space
Many of the assets are reused from other projects that I had worked on, the main focus was on the room, desks, and layout.

Info
- Tools: 3dsMax 2009, Photoshop CS4 | Images rendered in Max Scanline render
- Estimated time: 2 weeks
- Team: Mark Lemmons (Environment, Lighting, Props), Geoff Yarbrough (Environment, Lead, Level Design)