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3D Computer Modeling
CSCI 140 Fall 2003
Cha Lee
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Cha Lee Final Scene
 Creation 
Inspiration

My inspiration for this scene was quite simple.  I am a big fan of the fantasy genre, so I wanted to do something related to that.  I decided to do a scene about the creation of the world.  I had an idea of god creating the world and the first creature he created.  Of course a dragon came to mind because dragons are very cool to me.  In this scene, we can see God's hand, as a physical representation of His will, creating the world and his first child, the Eternal Dragon, is there to witness it all.  I originally wanted to add and arm and a sleeve, but that didn't work out.  Instead we just see a semi-ethereal hand, which might have worked out better anyways.

Art

I have to admit that the art that was involved in this scene was not completely to my satisfaction.  I originally went with a blue dragon, but that didn't work well with the background at all.  I played around with the colors and finally tried a mix of greens for the dragon.  That mixed well with the blue earth and dark background.  I'm still not too satisfied with the background, because it never seemed really 3-D to me, but that probably has more to do with the technical part.

Technical

I used a lot of tools and techniques for this scene.  For modeling I used the drag, magnet, box, sub-patch, rail extrude, rail clone, mirror, and many others I can't remember to create the objects.  Most of the work was done with the sub-patch tool and just moving points around.  The most important technique to use is the sub-patch tool, then moving points around using the control points.  After getting the right shape, I would switch over to layout and test the model out.  Then I could switch back to make any corrections.  For the spinal ridges on the dragon, the rail clone tool was most convenient.  It even rotated the clones so that they would line up.  It took some experimenting but I finally got the right number of spikes.

For texturing, I used a tutorial I found on the web for the Earth.  It helped me create a realistic atmosphere and clouds.  It involved layering many textures using procedural, gradient, and image mapping.  It involved setting the refraction angles, which I still don't understand much.


  
ObjectsDragon 
 EarthCha
 HandCha
   
TexturesDragon ScalesCha using presets and modifying them
 Dragon BellyCha using bump map tool
 Dragon Spinal RidgesCha using presets and modifying them
 Earth Tutorialhttp://personal.southern.edu /~dascott/tutorial01/nasa-earth.htm
 Hand Skinhttp://interneteye3d.com /Tutorials/2002/October/ZBSkinTex /default.asp
   
Referenceshttp://personal.southern.edu/~dascott/tutorial01 /nasa-earth.htm
 http://interneteye3d.com/Tutorials/2002/October /ZBSkinTex/default.asp
 www.3dcafe.com
 www.newtek.com
 GOOGLE!!!!!!!!!!!!
Problems and Solutions

I didn't have many problems with the modeling.  By then I'd gotten pretty decent at doing organic shapes.  I did have a problem with were the spinal ridges.  I didn't quite know how to create that until I discovered the clone tool.  After that it was pretty simple.  For everything else it was just basically moving points.  One tool that solved a lot of my problems was the magic bevel tool.  It was great for creating the hairs and keeping the polygon count to a minimum.

With texturing and lighting, I had more problems.  I'm still not satisfied with the textures I used, but time was running out and it had to be done.  I couldn't find a bone texture, so I ended up using a rock preset for the spinal ridges on the dragon.  The dragon is basically jade, with some tweaking involved.  The belly of the dragon gave me some headaches though.  I used a bump map for that but I still don't understand why sometimes it didn't show up.  I cut up the belly into several surfaces and applied the bump map.  From certain angles it doesn't look right, but from where I was shooting the camera it came out decent. I finally decided against the whole idea of the bump map on the belly of the dragon because well basically it wouldn't work right.  Lighting was also a pain.  I wanted a light of creation if you will.  But I couldn't get the right effect.  I ended up using many lights specifically for each object so that I could get the correct light and angle on each object.
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