Hyper-Realistic Mining Plant Rendering
Budget: $1,500 – $3,000 AUD
I already have a complete mining-plant model in Navisworks (.nwd). What I need now is a set of visuals that look as if they were shot on location—perfect for high-impact marketing brochures, trade-show screens and our website hero banners.
The realism boost has three clear fronts:
• Textures and materials must read as real steel, ore, dust and weathered paint, not generic shaders.
• Lighting and shadows should mimic an authentic pit environment at golden hour, with convincing bounce light and soft ambient occlusion.
• Environmental details—surrounding terrain, sky, equipment clutter, mild atmospheric haze—should ground the scene believably.
If your pipeline works better with OBJ, FBX or STL, let me know; I can supply those exports from the source file.
Deliverables
1. High-resolution still renders (minimum 6K wide) from three hero angles.
2. The updated, fully textured/ lit master file in the native software you use, plus any linked texture maps.
3. A brief rundown of the workflow so we can reproduce the look on future updates.
Acceptance criteria: materials hold up at 200% zoom without visible tiling, no light leaks or harsh CG edges, and overall mood consistent with the reference photos I’ll provide.
Deadline: 28th of June 2026.
Preferred tools are V-Ray, Arnold, Redshift, or Unreal Engine—whatever you wield best to achieve photorealism.
I’m ready to start as soon as I see a small lighting/ texturing test frame that proves the approach.
The realism boost has three clear fronts:
• Textures and materials must read as real steel, ore, dust and weathered paint, not generic shaders.
• Lighting and shadows should mimic an authentic pit environment at golden hour, with convincing bounce light and soft ambient occlusion.
• Environmental details—surrounding terrain, sky, equipment clutter, mild atmospheric haze—should ground the scene believably.
If your pipeline works better with OBJ, FBX or STL, let me know; I can supply those exports from the source file.
Deliverables
1. High-resolution still renders (minimum 6K wide) from three hero angles.
2. The updated, fully textured/ lit master file in the native software you use, plus any linked texture maps.
3. A brief rundown of the workflow so we can reproduce the look on future updates.
Acceptance criteria: materials hold up at 200% zoom without visible tiling, no light leaks or harsh CG edges, and overall mood consistent with the reference photos I’ll provide.
Deadline: 28th of June 2026.
Preferred tools are V-Ray, Arnold, Redshift, or Unreal Engine—whatever you wield best to achieve photorealism.
I’m ready to start as soon as I see a small lighting/ texturing test frame that proves the approach.