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3D Computer Modeling
CSCI 140 Fall 2003
Brian Hawkins
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Brian Hawkins Final Scene
 After a hard days Plunderin' 
The plan:

Design a model of a tall ship and display it in a "returning to port" scene.

Inspiration:

I wanted to do my scene in a style that has become a standard when depicting oceanic scenes. In order to do so it was important to capture a certain quality of light that is often seen in maritime paintings. There also seems to be a tradition of showing the vessel from a ground up point of view, giving it a majestic look.I drew inspiration from images like these.


Early design:
Early design:
Color Considerations:I knew that this image would be dominated by blues, greens, and browns. In order to add some visual interest I decided that the scene would be set during the dusk hours in order to incorporate some reds and oranges. Adding the complementary colors added a dramatic effect.

The Realization: My original concept was too complex for me to complete given the amount of time I had, and my work load from other classes. So I was forced to abort the original plan and revert to . . .

Plan B: Create a less complex viking longboat and put it in a scene that shows it leaving a village that it has just plundered.

Early design:
ObjectsShipBrian Hawkins
 WaterBrian Hawkins
 IslandBrian Hawkins
 
TexturesIslandBrian Hawkins
 WaterBrian Hawkins
Sail image and opacity mapBrian Hawkins
 wood image maps3dstudio max v5.0 by discreet (some editing was done to these images by Brian Hawkins)
 displacement maps used for island and waterBrian Hawkins
   
TutorialsShip Building Tutorialhttp://www.cosmic-pearl.com/LW_spline.htm
Problems and Solutions

Modelling Technique: In order to streamline the process I found a tutorial online of how create a viking boat. I incorporated several modelling techniques. The majority of the ship's hull was created using spline patch modelling. The island I created using a displacement map on a box. The same was done for the water object.

Texturing: All of the texturing was just standard image mapping and procedural texturing. The only advanced thing I did was between the planks that make up the hull I used vertex coloring to differentiate between the seperate boards.

Lighting: The lighting was done with a single distant light. I used sky tracer and set my scene light as the sun.

Problems: My biggest problem was the lack of vikings. I had considered this throughout the project, but I decided to go through with it anyway. I am completely happy with the result and I think that I will continue to work on this project, so I may end up with vikings afterall. I don't think it would have been realistic for me to attempt to make characters considering my time constraints but I think I will in the future. I had considereable trouble getting the fire so I eventually had to break down and draw it in by hand in post production work.
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Lindsey Anderson | Jon Bartlett | Jamison Bloechl | Ross Brier | Nick Chia | Susan Cooper | Francisco Cortez | Jason Elam | Brian Hawkins | Clayton Headley | Ross Hendrickson | Koichi Kamiguchi | Kyoko Kubo | Huy Lam | Kerry Larson | Cha Lee | Ryan Loerzel | Bruce Longacre | Ben Mitrovich | Sean Ridgway | Veasna Sok | Rhiannon Stephens | Bee Thao | Alan Weibel
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