Shield images (Pat) I projected the images onto the shields in the standard way (using planar) but the images were very fuzzy. DJ suggested rendering them to see if they improved. I did and they did - dramatically.
Curling the corners of the map (Pat) I tried creating curled corners for the map paper, a .1" thick box, by using the knife tool to create segments with their lengths along the direction of the curl - see figure 1 - then using the 'bend' tool to curl the corner. This didn't work well. The curl looked distorted. Clarke suggested creating a mesh as in figure 2. This worked a lot better but still doesn't look great, so we went with a simpler version.
Too many polygons (Pat) I created some objects using the lathe tool that had too many polygons. I didn't notice the problem on my home computer because it is a fast machine with lots of RAM (1.7 ghtz with 768 MB) but when I loaded the objects on the lab computers it took a long time to just pan and zoom. I used the polygon reduction tool, which worked well but I still had too many polygons so I recreated the objects with fewer segments. I originally used 24 segments but reduced it to 12. The main lesson here is that for objects that will not be seen up close in the scene, do not create them with great detail and/or really smooth surfaces.
Weapon creation (Parker) I really didn't experience any major problems. This time around I saved often and in multiple locations. The only problem if you want to call it that was making irregular shapes. Two that come to mind are the blades of weapons and the piece of the Bow that connects the handle to the Limb. Both of these pieces were make by dragging individual points to their desired locations. So it wasn't really a problem just a time consuming nuisance.
Bringing it together (Brendan) As I was responsible for the layout portion of the project, most of my problems came from there. Firstly, everyone had made some great detailed objects, each with plenty of polygons. So many polygons, in fact, that by the time we had got about half of them on the screen layout was slowed down to a crawl, even on my 1ghz with 576mb ram. Therefore much of the later placement of objects and editing of lights was quite tedious and required much patience.
Speaking of lights, that's probably the worst of what I had trouble with. I wanted to make this scene look good, and ended up using about 60+ lights to do this. As far as I can tell at this point, Lightwave has no way to edit properties of many items at once, thus every light had to be adjusted individually, and trust me there was a lot of adjusting. I finally ended up with something that I was relatively satisfied with, though I still think it could be better.
For some time the lighting was giving me hell because it seemed the underside of most objects were lit from some unknown source. I finally pinpointed it to the flames in the fireplace, which I had created with a textured volumetric distant light (see tutorial above). Even though it was just in the fireplace, the fact that it was a distant light meant that it was spread across the entire scene. I solved the problem by un-checking 'affect diffuse' and 'affect specularity' from the light properties.
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