| | | Curtis LaMalfa | | Final Scene | | | SNAKES IN SPACE! | |
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| | Inspiration
My main inspiration for this peace was to make a symbolic representation of the yin and yang. In the Asian culture, yang is represented in animal form as the Dragon, and also has characteristics of being high, hot, bright, strong and powerful. Ying is the polar opposite of yang and so the snake or phoenix is represented as yin. I chose to go for the snake because trying to render feathers in a realistic way seemed like a strange and bizarre form of suicide.
The animal forms do not only represent the ying and yang. I have also made the dragon rising above the snake, a orange color (which by the color theory is determined to be hot and explosive), and was supposed to be attacking the snake. Unfortunately, I didn’t seem to get that point across in the end result. The Snake is also low, defensive, and blue (which represents calmness and is receding).
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| | | Objects | Dragon | Curtis LaMalfa | | | Snake | Curtis LaMalfa | | | SkyCylindorThingy | Curtis LaMalfa | | | | | Textures | Dragon Scales are a scanned image (scales03or2.jpg and scales03bw.jpg) from | Rattle Snake Portrait of a Predator by Manny Rubio pg 68 | | | Snake | Same as the Dragon | | | SkyCylindorThingy galazy02.jpg provided by | Astronomy Picture of the Day Website | | | | | | | | |
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| | Problems and Solutions
My main problem was going to be modeling the bodies of the snake and dragon. How was I going to make two separate models be adjustable? I felt that I couldn’t model them separately and then just throw them into layout because it would involve way to much tweaking in a painful manner. I attended the rigging party provided way back in October that showed how you could animate a character with the use of skelegons. So my snake and dragon are actually modeled as really long cylinders with a lot of sections. In each section is a skelegon. Once in layout you convert your skelegons into bones and viola! Your model is now completely flexible and adjustable to your needs. This also made the texturing much less painful because it follows the shape of your cylinder and raps with the shape.
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| | Time Frame
Modeling and Rigging: 16 hours not including time it took to learn how it all came together. And in all honesty I could probably recreate the bodies alone in about 30 minutes. The faces were by far the longest and most frustrating part.
Texturing: 8 hours main time including looking in the library and the internet for suitable textures and finding someone who had a decent scanner.
Rendering: Each render took about 10 – 15 minutes to render with medium anti-aliasing and radiosity turned on with the default settings.
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| | References
Modeling a Lizard - http://www.flay.com/text/modelingalizard.htm
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