| | | Brian Hawkins | | Final Scene | | | After a hard days Plunderin' | |
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| | 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.
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| | Early design:
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|  | Early design:
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| | 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:
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| | | Objects | Ship | Brian Hawkins | | | Water | Brian Hawkins | | | Island | Brian Hawkins | | | | | | Textures | Island | Brian Hawkins | | | Water | Brian Hawkins | | Sail image and opacity map | Brian Hawkins | | | wood image maps | 3dstudio max v5.0 by discreet (some editing was done to these images by Brian Hawkins) | | | displacement maps used for island and water | Brian Hawkins | | | | | | Tutorials | Ship Building Tutorial | http://www.cosmic-pearl.com/LW_spline.htm |
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| | 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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