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 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Spring 2006
Backrow Productions
2006 Spring ->3D Computer Modeling ->Galleries ->Group Gallery ->Backrow Productions

Cavan Riley Group Scene
Mike Stelmar  
Cory Cofran  
Daniel Francis  
 Departure 
Inspiration

Cavan got the idea from an image he saw once that had light pouring into a church giving it a very dramatic look. From there we came up with the idea of a church scene that had a coffin in it and volumetric lighting pouring onto it. Later we found out that a group from a previous semester had attempted to create a church scene so we had some previous work to reference. Of course, we took it upon ourselves to make our church scene far better then the scene created by the previous group.

  
ObjectsPewCavan Riley
 Sconce LightsCavan Riley/ Cory Cofran
 Stained GlassCory Cofran
 CarpetCory Cofran
 CoffinMike Stelmar
 StageMike Stelmar
 ColumnsMike Stelmar
 Church StructureDaniel Francis
TexturesPew Fabrichttp://www.glfi.com/ ringbook_discontinuedpage.htm
 Pew WoodLightwave
 Stage Woodwww.thedigitalartshop.com/ textures/textures3.html
 Coffin Marblewww.vision.ee.ethz.ch/.../ sagalassos/green.htm
 Stained Glasshttp://www.members.aol.com/ alstsmusic
 Sky Texturehttp://www.mikejs.com/ photos/uk2001.html
 Floor Tileshttp://www.mayang.com/ textures/Architectural/html/ Tiles/index.html
 Wall Texturehttp://www.mayang.com/ textures/
Problems and Solutions

1) Creating indentations in the cushions of the pew to give it a realistic look. I ended up using the magnet tool and drag tool to create imperfections by draging some areas around.

2) Stained Glass posed a problem just because to create a realistic effect took the most time. At first there was layer upon layer of textures on the stained glass. However instead of having the window emit the reflection on the ground I made a spotlight project the image on the ground through the transparent window. It created the same effect, just in a round about more simple way.

3) The top of the coffin was a very odd shape. I had to look and "study" many different coffins to master shape. It was pretty much a disc, but I had to figure out how to make the top and bottom polygons more diagonal. I accomplished this by taking a thin box, rotating it, and boolean subtracted it so that I could delete the left over corners, giving the slant you can see to the top of the coffin.

4) Making the columns more realistic than just a disc with a bow on each side was a problem with a simple solution. I used the bevel tool to give the columns some depth and some realistic characteristics.

5) The volumetric lighting wasn't working in the final renders. This was fixed by adjusting the opacity setting under volumetric options.
Time FrameModeling50 Hours
 Lighting13 Hours
 Texturing17 Hours
 Rendering30 Hours
References

Stained Glass Tutorial            http://www.robinwood.com/ Catalog/Technical/ LightwaveTuts/LWTutSet.html

Columns            http://www.designertoday.com/ tabindex-10/tabId-67/ itemid-1410/DesktopDefault.aspx

Vaulted Ceilings            http://www.todman.dircon.co.uk/ tutorials/vaulting/vaults.html