Over the weekend I shaded all of the remaining assets in the scene (besides the investigation board and the safe. Sheny and Lauren were working on those respectively). We had a few issues with getting the shaders loaded correctly in scene because my group members weren't able to meet in person over the weekend when I was adding their shaded assets, so I wasn't 100% sure if the shaders were looking correct. When we met with DWA on Monday to discuss how the shaders were working in shot, this inconsistency definitely came across. Our assets don't feel photo-real yet, so this week we plan to meet together to develop them further through the lens of each shot. The shaders that we have in shot so far can be seen below, as well as a breakdown of each of the shaders I added to the scene.
Render Test of Shaders in Scene
Hypershade Networks and Shader Attributes
Click on the shading networks thumbnails to see a larger version and a caption containing information about the breakdown of each.
I have also been working a lot on project/file management and optimizing render times, since they were pretty high and had some trouble on the farm. I am currently resetting the render settings and working to get the best quality render with the least amount of noise and lowest sample settings.