Most of the models in the scene we downloaded from Turbosquid; the only models we created ourselves were the scepter, which Alex created using Blender, and the crystal ball, which Janette created in 3ds Max. However, we modified the wall and window models to add openings and changed the cap of the dragon blood bottle from an icosphere to a uv sphere. We set up the entirety of our scene in Maya and copied the translation/rotation/scaling numbers back into the assignment framework. The night sky we set up by creating a plane and placing it behind our window model perpendicularly to the camera and texturing it with a picture of the night sky. All our objects are textured using shaders we implemented ourselves according to the EpicShader specifications given in assignment 3. For texturing, the crystal ball was separated out into three sub-meshes which were textured separately, the base with a wood texture, the ball with a night sky texture, and the accents with a bronze texture. The scepter was separated into sub objects and manually UV mapped in Blender. We also retextured the inkpot to make it more visible and used composite textures in 3ds Max to the bottles to give them labels. As far as lighting goes, we used a directional light that is at approximately at the same angle as the camera. We also used several point lights around the lamp, crystal ball, and wall to simulate a glow. The lights around the lamp have a warmer tone and the lights around the crystal ball have a bluer tone. We also have a warm toned hemisphere light to brighten the scene as a whole.