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Clarke Steinback Ph.D.
3D Computer Modeling
CSCI 140 Spring 2004
Khue Vang
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Khue Vang Final Scene
 Run For Your Life 
Inspiration

Having done two projects already for this class, I really wanted to challenge myself with Lightwave, specifically with UV mapping.  Therefore I chose to do this final project depicting scene came from a console game called Halo: Combat Evolved.  I’ve chosen to do my project on this because I felt that it would provide with plenty of challenge and specifically with UV mapping. 
 
Story

This scene showed a bunch of floods (parasitic creatures in the game that dwells in the fictional ring like structure world called Halo) attacking Masterchief, the super engineer human weary a super suit.   This scene takes place in a room from the enormous space battle cruiser called Pillar of Autumn, which was force to land on the ring structure world after being attack by a group of aliens called the Covenant. 
 
ObjectsMasterchiefKhue
 Floods (worm like creature)Khue
 Pillar of Autumn roomKhue
 PistalKhue
 ComputersKhue
  
TexturesComputer ScreensImages found in googles.com
 Backdrop Image (not really visible scene)Image from googles.com
 All other texturesKhue
Problems and Solutions

One of my biggest problem with this scene and is the challenge that I want was creation of UV texture and maps.  For some reason Lightwave was not friendly with the layout of UV maps.  As a result of this I had to create many maps for the objects, mainly for Masterchief.  And because they were different pieces it was sometimes hard to align them correctly.  The other problem that I had was with render time.  Because I design the room in full 3D and use a lot of bump maps and reflection on it that it took a very long time to render it scene.  The render time wasn’t  really due to the fact of polygon count, because I kept my models as low as possible.  I guess both my problems that I stated above could have been solve with the use of surface baking and reduce of use reflections.

Conclusion

I just wish I had more time to work on the scene although I already spent a great amount of time of it.  Also I just wish I could go back to the beginning and do this project over again because I finally found a very good way to do make go texture for bump mapping.
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