| | | Jeff Bohlin | | Group Scene | | EricFlores | | | | Scott Iverson | | | | Vince Yamamoto | | | | | Untitled | |
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| | Inspiration
At the beginning we had a little trouble finding our scene. For a while, we wanted to do Pirates of the Caribbean, however it seemed that it would be too difficult to do with only a limited amount of lab periods. We then decided a gladiator scene would be easier and original. The scene itself is re-creation of the armory scene from the movie Gladiator. Within the armory there are the various helmets and weapons that a gladiator would choose before he would go up the stairs were he would fight and most likely get bludgeoned or stabbed to death.
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| | | Objects | Sword1 | Eric Flores | | | Sword2 | Eric Flores | | | Sword3 | Eric Flores | | | Sword4 | Eric Flores | | | Axe1 | Eric Flores | | | Axe2 | Eric Flores | | | Club1 | Eric Flores | | | Helmet1 | Scott Iverson | | | Helmet2 | Scott Iverson | | | Helmet3 | Scott Iverson | | | Helmet4 | Scott Iverson | | | Helmet5 | Scott Iverson | | | Helmet6 | Scott Iverson | | | Dungeon | Jeff Bohlin | | | Banner/Tapestry | Jeff Bohlin/Eric Flores | | | Torch | Vince Yamamoto | | | Shields | Vince Yamamoto | | | Lighting | Vince Yamamoto | | | Table | Vince Yamamoto | | | Weapon Rack | Vince Yamamoto | | | | | | Textures | http://www.mayang.com/textures/ | | | http://www.3dtotal.com/ffa/textures/texture1a.asp |
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| | Problems and Solutions
Jeff: The biggest problem I had was the texturing of the walls and especially the floor. I attempted to use UV mapping on most parts but I wasn’t really getting it nor finding good tutorials explaining how UV mapping is done properly. So I ended up just using planer and cylindrical image maps. I wish I could’ve spent more time on the floor because it just doesn’t look as good as I had hoped since some of the tiling seams are showing up. The solution to the walls was basically to tinker with the size, tiling, and placement settings to get them to look somewhat seamless. Overall, I am pretty happy with how the walls turned out. Vince: I created the lighting for the scene as well as the shields and furniture. The first problem I encountered was with lighting. Trying to get the light to look as if it were being generated by fire was tricky. I first tried it with a single point light but the color wasn’t believable and the intensity was either too low or too high. After looking at various pictures of fire I then tried combining 3 point lights into one. I used the three colors of fire for each of the point lights respectively. Red, orange, and yellow, with yellow being the most intense light since firelight is mostly yellow. By doing this I got the right kind of lighting I needed. The second problem I encountered was with the volumetric spotlight used for the outside light coming down the steps. I couldn’t get it white enough to look like it was outside light. After playing around with various settings I found that it was the Density setting in Volumetric Options that needed to be raised up. When I was creating the shields I couldn’t get the textures to properly stay in place when I moved them around. After researching different texturing methods in the Essential Lightwave 3D book I found that UV mapping would be my best option for the effect I wanted. After I applied a UV map to the shields the problem was solved. Scott Iverson: As we were divvying out different jobs for this project I volunteered to make multiple gladiator helmets for the scene. One of the big problems I had with this was adding pieces on to a stripped down helmet that I have already made, sort of like a template to start out with. Just adding a new facemask, something that sounds so simple actually turned out to be a quite difficult task. The facemask has to curve with the face correctly and be a good shape to look realistic. The way I was able to accomplish this problem was to create a ball the exact shape of the ball I used for the helmet. I then use the ball I created to be the head of the person that would wear the helmet and Boolean subtracted. I had an oval shaped ball with a hollow center. After that I took different shapes and Boolean subtracted those to get rid of the extra material until I came up with the shape that I was looking for. Eric Flores: In the beginning it was hard to make a weapon using the basic objects that LightWave provides. For the longest time I would try and create them using these basic objects and modifying them. The end result hardly looked like a sword or axe because the sides were not “sharp” enough to give the illusion of a sharp blade. I therefore had to create them with the pen tool and the extrude tool. Using this method, I was able to control how many points on the sword there were so as to give them the “sharp” feel I was looking for. After creating the weapons in this fashion, the weapons were easy to reproduce. | |
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