CSCI 140 Final Gallery

3-D Computer Modeling 
CSCI 140 Spring 2003

Glynn, Nathan

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Nathan GlynnFinal Scene
Return of the Robot!
 
Inspiration/Story

The story behind this scene is that an inventors first robot turned out to be evil. (it's suprising how oftewn this happens)  In response to the evil robot, he built a new non-evil robot to stop the evil one.  Now the evil one runs around causing trouble for the non-evil robot and the citizens of The City.

Here's the deal, I like robots, and the only thing better than one robot is multiple robots fighting.  Basically I wanted to make a scene that looks like it could have come from a cartoon, or a video game.
 
  
 
Objects:RobotNathan
 Evil RobotNathan
 BuildingsNathan
 TreesNathan
 LightpostsNathan
 roads, etc.Nathan
   
Textures:grasshttp://www.954access.net/users/3d_jam/grass.jpg
 leaveshttp://astronomy.swin.edu.au/~pbourke/texture/leaf/leaf7.jpg
 barkwww.oplin.lib.oh.us/products/tree/fact%20pages/goldenrain_tree/goldenrain_tree.htm
 buildingshttp://o9studios.com/textures/city/building1.col.jpg
 http://www.web3d.org/WorkingGroups/ media/textures/urban/building_2.jpg
 www.web3dmedia.com/urn:web3d:media: /textures/urban/building_1.jpg
 www.web3dmedia.com/urn:web3d:media: /textures/urban/building_1.jpg
 asphalthttp://www-personal.umich.edu/~dwinkel/ work/web/backgrounds/asphalt.jpg
 sidewalkhttp://www.art.net/~jeremy/photo/public_texture/Set_I/sidewalk-je.jpg
 skyskytracer2
 
Problems and Solutions:

The hardest thing I had to deal with was the posing of the robots, and trying to make them look natural, or at least somewhat believeable.  As some of you might remember, I did a tutorial on bones, and I used bones to pose my robots, but sometimes all the contortions would end up tweaking the models.  Sometimes I could get around this with camera angles, but other times I couldn't avoid it.

Also, I tried cel shading for the first time, and found that with the standard texture settings, it was pretty unimpressive.  I found that you get better results from turning up glossiness, and other surface settings that result in a shiny appearance, like specularity, etc.  That way you get highlights instead of just flat shaded surfaces.