Continuing on from the last time, I modelled the final parts of the machine that would be rigged and animated, as well as a few smaller additional details, like screws of different appearance or any extra required cogs, beams and circular shaped bits.
Then, thinking about adding textures and seeing which UVs would I need to fix, I added a couple metal based textures to bigger parts. For the screws, which I counted there are 41 of the basic shape, it is easier to unwrap and correct a UV map of one screw, then export the object and paint in Mudbox, export out the new texture and apply it to the other screws. But that also means, that the other screws would be needed to be copied from the corrected one and placed in their previous positions.

When adding the planes for walls as shadows and adjusting the intensity of the skydome light (to 10), I still noticed that the blue-ish reflection from the machine base and highlights around the column, meaning I need to correct the walls and block out more light, as well as place an area light in front of the object, to the right side. Looking at the floot, one can see harsh shadows falling from the rocks in a specific direction and hence I need to recreate that lighting for this room, as the HDRI used is actually taken from the first room.

Noting down of the rest of the work, there are still some things that are needed to be modelled or re-modelled, UV maps fixed and textures placed. Given that I have all the parts that will be moving, I need to rig and animate them correctly, which will be the main focus for me this week. I would also need to rotoscope out the part of the wall in front of the machine, such that when placed in Nuke, it would block parts of it and hence look like it was there originally.

Looking at the reference model and what I have learned in other classes, I had an idea of additionally modeling a see-through water tank and placing it in the first room and as the pump is moving, the water is travelling from a pre-modelled tube to the tank and being added to the tank. The water simulation has to be completed in Houdini and later added to Maya for rendering, but I will see with the workload and time limit if I will be able to do so.