| | | Dan Hembry | | Final Scene | | | Sniper's Perch | |
| |
|
| | Inspiration
I was actually looking at screenshots from a game called 'Killzone' for the PS2, and I remember thinking 'You know, that's what I think World War III would probably look like.' I played around with trying to duplicated a scene from one of the screenshot, but quickly decided to switch to a much simpler scene after I realized the amount of detail I would have to put into such a small area to make it look anything like the source image. | |
|
|
| | | Objects | Helicopters | Dan | | | Skyscrapers | Dan | | | Spotting Scope | Dan | | | M82A3/clip/ammo | Dan | | | Ledge | Dan | | | Landscape/water | Dan | | | Raised Highways | Dan | | | Rocket Contrails | Dan | | | | | | | | | | Textures | Helicopter UV Map | Dan | | | Water Surface | Lightwave Preset | | | All Other Textures | Dan, using procedural textures |
| |
|
| | | References | | Veasna Sok's Landscape Tutorial | | http://www.ecst.csuchico.edu/~ranger/samples/CSCI140/tutorials/Landscape.pdf | | Elizabeth Thomsen's SkyTracer2 Tutorial | | http://www.ecst.csuchico.edu/~ranger/20022003S/CSCI_140/tutorials/Elizabeth_Thomsen/EThomsen.html | | Sandra Siu's Water fountain tutorial | | http://www.ecst.csuchico.edu/~ranger/20022003S/CSCI_140/tutorials/Sandra_Siu/v3_slide0001.htm | | Federation of American Scientists: Military Analysts Network - M82A3 Data Sheet | | http://www.fas.org/man/dod-101/sys/land/m82.htm |
| |
|
| | Problems and Solutions
The water was a pain, but that was probably to be expected. After fiddling with it, on and off, for several class periods I eventually just dropped in the Lightwave preset and discovered that it looked pretty darn good.
The rocket contrails never really quite looked the way I wanted them too. I feel that their current version is passable, but barely. Its a similar situation with the terrain. Assuming I had the time, I'd go back and do it all over, but I spent about three entire lab periods working on nothing but terrain and never really got it to work out right. Right now is about the best it got. This did teach me, however, that its not a good idea to rely on techniques that one has little or no prior knowledge about when working on a deadline.
The final problem that was kind of frustrating was that there seemed to be a bug of sorts in Lightwave's ray tracing when rendering. In some of my test renders light was leaking between edges of (supposedly) welded together polygons, particularly on cylinders. Annoyingly, almost everything in the foreground is composed of cylinders (being comprised mostly of poles, firearms and telescopes). Bumping the anti-aliasing up to medium seemed to function as a work around, although it did result in slightly longer render times.
| |
|
|
|