| | | Khue Vang | | Final Scene | | | Run For Your Life | |
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| | 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. | |
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| | | Objects | Masterchief | Khue | | | Floods (worm like creature) | Khue | | | Pillar of Autumn room | Khue | | | Pistal | Khue | | | Computers | Khue | | | | | | Textures | Computer Screens | Images found in googles.com | | | Backdrop Image (not really visible scene) | Image from googles.com | | | All other textures | Khue |
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| | 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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