@ChrRambow, I like Both concepts, especially the 1st one, having that chair and that rope with no dead body in the scene tells some kind of story especially when coupled with that cheerful morning lighting of yours… great work love it 
I guess you are going to surprise us with some other creative addition to the second concept, or at least I hope so (not that I'm against capturing the mood of the environment by itself with no subject in the scene- after all I used to be an architect :) )
I've got some question for you, I've noticed that you are rendering the lighting into a separate pass, how can I set up that pass, and how shall I comp it when it's rendered?? (Multiply it by an ambient pass??)
NB: I'm using Maya and Mental Ray
and here's a color corrected version of my render (just for the sake of making it stand out a bit)
[img]http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/05_Variable_Spread_AO_Sephia.jpg[/img]
[u][b] @azazel[/b][/u], so someone did read that post??... Wheeeeee :) for a moment there I thought that post was invisible because of that dull gray tones in the image... just kiddin'
It's an interesting technique... but not quite practical I think, It save render time but adds alot of time to set it up and comp it again... not to mention the tremendous increase in storage space if you where to render an animation, I'm even too ashamed to say how much passes it took me to make this image.
About your image... I think it's shaping out very nice, but the neon sign outside the window should be casting some red light onto the stairs, and the reflections on the ground below the stairs I think are a bit bright than what they are reflecting (I'm not quite sure what's reflecting there)
[b]
@jeremybirn[/b], love the colors after they were toned down (witch is quite difficult for me to admit cause green isnt my color), I think the only problem with it that texture stretching on the arch, Are you going to call this one final?? and BTW I love the idea of the light being motivated by sources that are not visible within the shot, I always get caught up in motivating every light source on my scene (even fill lights are motivated by surfaces bouncing them)
Edit:
I’ve got a question for you Jeremy… In production witch should I do first Shading or lighting? cause when I do shading first I always end up going back and readjust the shaders later when I’m done lighting (and vice versa if I do the lighting first)
according to the flow chart in your book shading is done first? But does that mean that lighting artists end up readjusting shaders? And how did the shading artists test their shaders in the first place without proper lighting?
-Mina









