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3D Computer Modeling
CSCI 140 Spring 2004
Knights
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Kevin Kim Group Scene
Khue Vang  
Matt Berglund  
Cheng Lor  
 Knights 
Inspiration

Our inspiration for this piece was initially the setting.  We agreed that we wanted to make a medieval scene for our group project.  Khue and Cheng were adamant about creating figures for this project.  We decided that we would work on the scene during Spring break.  Khue and Cheng would work on the figures while Matt and I worked on the setting.  If Khue and Cheng had no problems by the end of Spring break, we would create a battle scene.  However, if they encountered problems with the task, we would simply turn the figures into statues to commemorate the Sword in the Stone scene of Arthur pulling Excalibur from a stone.

After we came back from the break, Khue and Cheng's figures were almost complete.  We decided to go with the battle scene and began brainstorming what sort of battle we wanted.  Sticking with the theme of King Arthur, and since we had two figures, we decided to create a scene of what we envisioned the battle between Mordred and Arthur to be.

From our rough collective knowledge of King Arthur mythology, we believed that while Arthur was away fighting wars, Mordred (King Arthur's nephew) declared himself the king and began relations with Queen Guinevere.  There were many different interpretations of the story, so we agreed on the moment in time when Mordred strikes a fatal blow to Arthur.  The story usually ends in Arthur also striking down Mordred, but later dying because of his wounds.  The scene is placed inside a castle setting because we envisioned Arthur returning to his castle after hearing of what Mordred had done and immediately engaging in combat.
ObjectsArmorKevin Kim
 MaceKevin Kim
 SwordKevin Kim
 AxeKevin Kim
 Weapons RackKevin Kim
 ShieldKevin Kim
 TorchKevin Kim
 Torch HolderKevin Kim
 BannerKevin Kim
 Objects: BloodKhue
 Silver KnightKhue
 The Gold KnightCheng
 Main RoomMatt Berglund
 StairsMatt Berglund
 BalconyMatt Berglund
 Rails and Hand RailsMatt Berglund
 BloodMatt Berglund
  
TexturesWeapons texturesLightwave modified by Kevin Kim
 Weapons RackLightwave modified by Kevin Kim
 Shield Bump Maphttp://www.mwart.com/ xq/ASP/pid.883/ cat.20/qx/product.htm modified by Kevin Kim
 Torch Bump Maphttp://www.nebulus.org/ tutorials/3d/s3d/fire/ modified by Kevin Kim
 Torch HolderLightwave modified by Kevin Kim
 BannerUV Map
 ArmorKevin Kim
 Armor UV Maphttp://www.planetdungeonsiege.com/ dungeoneers/ modellibrary/texture/ modified by Kevin Kim
 Armor Bump Maphttp://www.rootsweb.com/~wellsfam/ heraldry/coa102i.html modified by Kevin Kim
 BloodKhue
 Silver Knight HeadKhue
 Silver Knight ArmsKhue
 Silver Knight BodyKhue
 Silver Knight LegsKhue
 Metal presets of lightwave modifiedCheng
 Torch FlameMatt Berglund
 Marble Textureshttp://www.knucks3dstuff.com/marble.html
 Carpet TexturesMatt Berglund
 Wood TexturesMatt Berglund
 Wall TexturesMatt Berglund
References 
Stairshttp://forum.mgfx.net/viewtopic.php?t=15 Modified by Matt Berglund
Problems and Solutions

Kevin Kim:

The problems I encountered were mainly concerning the suit of armor.  I did not know how intensive the modeling part of this object would be and started building it the wrong way.  I thought that I could build a skeletal structure first and then build details from that.  I soon found out that it is often difficult to alter original objects to include more details.  I had to scrap a lot of my work and remodel parts of the armor.  I decided to use my initial objects as a lower layer to the suit of armor and build parts on top of it.  I was also being very critical of the object and spending too much time on it.  Since it is not the focal point of our scene, I should have spent less time worrying about perfecting it.

With the texturing on my armor, I had problems loading up the presets that Lightwave provided for metals.  For some reason, the shiny chrome/steel/silver textures were just dull and black on my computer.  I asked a friend about this, and he advised me to just play around with the settings and make my own texture.  With some initial help, I eventually created a metal-like surface from trial and error.  I also ran into very small problems concerning UV Maps and Bump Maps.  Even with the tutorials, UV Maps did not seem very natural to me.  I still don't understand why dragging points a certain direction result in the UV Map stretching in the opposite direction.

Khue:

Problems that arise while working with my objects were mostly with adding bones my objects.   For the knight I made it was really hard to get the bones work like how it was suppose to.  When moving the different joints, the polygons got messed up because I didn't do the weight map correct.  Also a major problem that I ran into was that I couldn't add weight map to a high polygon object.  In the case of the knight for some reason the weight map couldn't be applied to his hair because it had over 3,000 polygons and froze modeler every time I tried.   I did manage to solve this problem though.  The solution was to add the hair after applying the weight map had been applied to the rest of the body.

Cheng:

One of the problems I had when creating my figure was trying to get it to pose for the camera shots.  First I started out by creating the figure in the pose I want, in Modeler, but without the bones it was hard trying to create that pose, because I would have to manipulate many points on the figure, and I knew that took too much time.  The solution to easily move my figure into a pose was to use bones.  Now, with bones, I could have total control over how to pose my figure in Lightwave.  Overall, from this assignment, I learned how to apply bones to objects, and work with other members of my group.  

Matt:

The majority of my problems involved the stairs. I wanted them a certain way, so the side were curved inward. I so to get the railings to match up I had to use a spline guide and use the rail extrude tool to shape the railing. After I got that done everything else wasn't to bad. It took me a long time to get the flame of the torch to look right, I used a distant light with some gradients and procedurals lay over it. The effect of it was very pleasing. I spent a lot of time configuring the Camera and the lighting for each render. To get the blood to look right was also a problem, we wanted a splattered effect, so it took some time to get that.
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