Stairs with a spooky basement inside a regular home
I want this scene to be really simple, mainly to explore how light can be used to guide the player through an environment. I've taken inspiration from the games like, 'Layers of Fear', 'Everybody's Gone to the Rapture' and 'Life is Strange',with these games abilities to utilise the environment/props to tell the story. I also love the sunset lighting in Life is Strange and the mood it creates.
I don't want the scene to be a horror theme, more mysterious then anything else. Use lighting to invite the player to explore the environment
Basic stairs scene lighting settings:
Skydome light = interior/exterior
Spot Light outside of upstairs window and outside main window
Atmospheric fog set to low, affecting main window light only.
Distance light for the sun- set to 1 to create soft shadows
Linear workflow
I want to shine the sun towards the stairs to guide the player to explore upstairs and have placed a spotlight at the top of the stairs to add to this.



Added atmospheric fog affecting only the spotlight coming through the
window. I also changed the Kelvin value to reflect a sunset at 3100k
for the sun and 4000k for the skydome light. I'm happy with the amount of light bounce around the room and light hue so I'm going with the image in the bottom right of the 4 above.
This the lighting setup in my scene.
Adding basic textures and adding a basement opening
I added a few textures and also a basement entrance under the stairs. I've put an area light pointing upwards to create interest and guide the player towards it. I'm still deciding on which colours to pick fot the basement area under the stairs. In the image above, I like to contrast with the blue blub, which transitions into a warm light. However, I want the basement to be a cold place, in both mood and temperature, so I may switch them around. I also want to add a small amount of furniture and some smaller details into the scene.
I changed the colour of the bulb above the basement opening and also the light coming from the basement. However, I think looks a bit too much like daylight so I think I'll make it bit bluer.
I've added a console table, which currently has a Bonsi tree on it, I'll add more props to this table - perhaps the player could interact with them?
There's a big bare wall above the console table I think i'll put a mirror on and maybe some more picture on the wall to the right.
I'm going to add some light fixtures like this to the walls, but switched off.
Added wall lights with two spot lights pointing up and down. Think i'll keep them on because they seem to not distract too much, also as it's early evening it seems like it could be viable - they could be dynamic and turned off/on. Next I'm going to make the light streaming through the window more orange hue.
I think the light fixtures are too distracting so I also rendered without: I've also adjusted the angle of the sun rays - the sun is setting so the rays would be streaming through flatter due the sun being low.
I added some more props - specifically the chair. Want to make it look like it's been moved out of the way from the basement entrance under the stairs.
Scene at night:
set-up:
I changed the wall fixture lights to IES profiles for added realism. I found using spot lights too hard to control the distance the light reached. Adding a Decay Filter increased render times too much.
Trouble shooting
Ran into some issues along the way - had fireflies, particularly on the floor. I scoured the internet forums for solutions and the official 3ds Max Arnold docs but everything I tried didn't solve the issue. The general consensus on the forums was by increasing the render quality settings, the fireflies would resolve. This is not really solving the problem and would just create a more expensive render, plus it didn't get rid of the fireflies anyway! The Arnold docs have a tutorial on using a ray-switcher which allowed you to assign a simpler standard shader to the floor shader specular attributes - this didn't work either. After playing arouond with some settings in the floor shader and a few hours of rendering, I found by switching off 'in-direct specular' the fireflies disappeared. This wasn't an ideal situation however, because I wanted some amount of this just to increase realism in the lighting, it looked slightly flat without it, so luckily I could decrease the value to 0.2-5 and this seemed fine.
Scene with fireflies:
The finished scene after turning down in-direct specular:
Unfortunately, the renders are still quite grainy, but this is due to lack of computing power! It wouldn't render out at much higher values.
Finished scenes:
Early evening:
Night:
Overcast day:
Alternate version with different textures
I wanted to change some texture to show the lighting a bit more - a higher value specular floor reflects some colour variation from the lights.
Everything was made in 3ds Max.
I didn't create the chair or the Bonsai, large plant and lamp on the side table - these were downloaded from Substance Source.