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3D Computer Modeling
CSCI 140 Spring 2004
J.K.L.M.
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Josiah Munsey Group Scene
Kurt Feudale  
Laura Assem  
Matt Hadidian  
 The Arcane Grotto 
Inspiration

Overall we were going for a fantasy, mystery look. We were all inspired by the MYST series. We wanted to have a futuristic look but at the same time to also look old, like it had not been in use for a while. We started by sketching out the scene and then distributing the modeling.


 
ObjectsChairKurt Feudale
 Cave/ LayoutMatt Hadidian
 CeilingMatt Hadidian
 PedestalLaura Assem
 Chair BaseJosiah Munsey
 Wall supportsJosiah Munsey
 StumpsJosiah Munsey
 Window FramesJosiah Munsey
   
TextruesModified Lightwave Presets
 www.3dcafe.com
 3D Studio Max Texture Library
 Google image search
Problems and Solutions

Matt Hadidian:
     
My first problem was figuring out how to build a realistic cave.  I ended up starting with a disc and extending it around into a star-like design.  I then played around with sets of polygons, jittering them and moving them around manually to achieve a rugged wall.  This, along with the bump texture I used made for a very nice cave wall.  For the ceiling I used a concrete texture with the bump map being the symbols you see in some renders.  Texturing was really fun because the textures, especially for the chair in the middle, were very realistic once finished.  Fortunately they ended up looking very good on almost the first render.

Laura Assem

The model I created for this assignment was the pedestal. My main focus in creating the pedestal was to resemble other aspects in the scene. Before I had started the initial modeling for the pedestal I, with the help of Matt, I had created multiple sketches of what we thought the best design would be. From each sketch, we pulled together; I came up with the layout of the pedestal. From the top, I knew that I wanted the stool to have an indent around the seat area, so that hypothetically, if a person wanted to sit on it, they could. For that I used two circles, and the Boolean tool to create the indent. I initially had designed the mid section of the pedestal to have two cylinders, in which the outer cylinder would be somewhat transparent. However, I encountered a problem stating that the layers were to similar, and it wouldn't allow me to Boolean them together. I then chose to use a cone to create the mid section, and included smaller cones coming out of the base to include some detail. Underneath the seat, I included four circles, which is suppose to resemble the theme of the symbols I designed of Earth, Wind, Water, and Fire. Finally, I added legs to my pedestal, the design had to resemble the metallic futuristic appearance of the rest of the scene, but be simple enough not to take away from the rest of the scene. My theory was to create four legs that could enclose the pedestal, and, illustrate the detail towards there feet at the bottom. To achieve this I used multiple cones, allowing for a alien appearance of feet, in which, should it be realistic, if a person were to sit on the pedestal the legs would come up and enclose them.

Josiah Munsey
     
I learned how to quickly model wires by using the bevel tool. Before, I modeled wires by using the rail extrude tool. I also was having problems getting the textures to be as complex as I wanted. This problem was solved when someone told me about the layers in the surface editor.  

Kurt:

Problems:  To give the chair a mechanical look I did a lot of arrays. This created large amounts of polygons because the arrayed objects were very complex. I also had a very weird problem that had to do with smoothing. Some objects did not seem to smooth and other objects had some parts I wanted to smooth and other parts I did not.

Solutions:  The Solution to the large number of polygons was easy. We just used the build in polygon remover to take away some of the unneeded polygons. The chair object still had large amounts of polygons but it did help a lot. To solve the smoothing problem I could do nothing else but split the objects into other parts. Even in the end some things still did not smooth right. Overall it was a challenge in general to fit the object with the look and feel of the group, but in the end I was very happy with the results.
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