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Clarke Steinback Ph.D.
3D Computer Modeling
CSCI 140 Fall 2003
Moe's
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Ross Brier Group Scene
Ross Hendrickson  
Brian Hawkins  
Rhiannon Stephens  
 The Bar 
Inspiration

Our inspiration for this scene comes from images we found on the internet. We found an image of an oyster bar with elaborate woodworking, intricate lighting and reflections that we felt would be complicated enough to model. We wanted to test our modeling and texturing abilities, so we felt the image we found was suitable for this assignment. Also, our extra-curricular after-hour research proved to be very inspiring by itself.

We basically replicated the objects in the image we found, but we altered some of the objects and textures to make the scene our own. Our goal was to get the scene to look as realistic as possible.


ObjectsSconcesBrian
 BarBrian
 SteinBrian
 MirrorBrian
 DividerRhiannon
 BenchesRhiannon
 TableRhiannon
 Bar LightsRhiannon
GlassRhiannon
 Room/WallsRoss B.
 Stained GlassRoss B.
 Bar TapsRoss H.
 Entry WallRoss H.
 Shot GlassRoss H.
 BottlesBrian and Rhiannon
 
TexturesOak1Lightwave
Walling3D Studio Max
 Tile3Dlinks.com
 Bartop3D Studio Max
 LabelBrian
 Smirnoff LogoGoogle Images
 Skyy Vodka LogoGoogle Images
 WoodLightwave
 Dos Equis LogoGoogle Images
 Sam Adams LogoGoogle Images
 Killians LogoGoogle Images
Problems and Solutions

Our biggest problem in this assignment is our time maintenance. We had so many other assignments due at the same time that we had difficulty finding the time to put as many details in this scene as we would have liked.

Other than limited time to work on this assignment, our major problems did not concern modeling, but rather working together and putting the finished scene together. Our first dilemma was scale. We spent a large amount of our time determining the dimensions of the objects in the image we found so that when we came to place the objects together they would be proportionate. We ended up coming up with set dimensions for the main objects and modeled the smaller sizes in proportion to the larger objects.

Our last major problem was putting everything together and getting the textures to match and the lighting to look realistic. We had such a large scene with so many objects it was difficult sorting through all of them to make sure they all looked like they belonged in the same scene. Rendering the scene was also a problem, because we had so many polygons and rendering took forever.  
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