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2006 Spring ->3D Computer Modeling ->Galleries ->Group Gallery ->Fantasy Productions
| | | Tiffany Comfort | | Group Scene | | Lisa Kester | | | | Miguel Rivera | | | | Josh Graves | | | | | The Temple of the Cursed Prince | |
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| | Inspiration
The wrath of an evil enchantress befell an honorable prince who sought the powerful sword of the ancient temple. Trapped as a bird in this mystical temple he waits for the day that he can be freed from his prison and return to claim his throne.
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| | | Objects | Sword | Tiffany Comfort | | | Potions (2) | Tiffany Comfort | | | Shields | Tiffany Comfort | | | Box | Tiffany Comfort | | | Temple | Lisa Kester | | | Pit | Lisa Kester | | | Bird | Lisa Kester | | | Sword Holder | Lisa Kester | | | Pit Cover | Lisa Kester | | | Mace | Miguel Rivera | | | Chalice | Miguel Rivera | | | Arrow | Miguel Rivera | | | Bow | Miguel Rivera | | | Hourglass | Miguel Rivera |
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| | | Textures | Pit Color | Lisa Kester | | | Bird (Color and bump map) | Lisa Kester | | | Background Color | Lisa Kester | | | Gold | Lisa Kester | | | Moss | Lisa Kester | | | Temple Wall | Lisa Kester | | | Iron | LightWave | | | Steel | LightWave | | | Gold | LightWave | | | Shield Texture | Tiffany Comfort | | | Fire | Tiffany Comfort, Lisa Kester, Josh Graves | | | Wood Box | Tiffany Comfort |
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| | Problems and Solutions
Tiffany: 1) The hilt of the sword presented a problem for me. When I was dragging it around, somehow the side edges went missing. One small box of polygons was missing. You could see right through to the other side if you liked at it from the profile view. I don’t know how or why it happened, but it did. To fix it I just created a block to use as a patch and then I merged the polygons together. It’s impossible to tell where the holes were. I had problems with the sword being too skinny, but I just rounded everything to fix that. 2) Another minor problem I had was the potions had way too many polygons and they had to be reduced greatly. 3) I had to use a fire tutorial to create the fire, but the tutorial itself was difficult to follow. This resulted in the fire initially being a giant red blob. I had to go back and play around with the numbers to fix until the colors and shape began looking more like fire. After that I couldn’t figure out how to make a path for the fire, but I clicked the scene and it created the point for me. After that I was able to move the fire around to create a bigger flame. The solution to this was mostly trial and error, but it really was just slightly changing the numbers that were set until the fire began looking like something you want. Lisa: 1) I had a hard time making the stone texture on the walls so they would tile. To fix this, I copied the texture and put it next to itself. Next, I colored the seam until it was gone. I copied part of the area over the seam and put it on one side of the texture and copied the other part and put it over the other side of the area. 2) I had a hard time texturing the feathers on the bird. I used many layers of blue to white to make the feathers go back and some to pop forward. After I had the general shape of each of the feathers, I added a little 1 pixel diagonal strokes coming from the center; I made them go down and out to the side. In the end these thin strokes really made the feathers look more like real feathers. 3) The fire/smoke was pretty difficult. It was originally made in a different scene than the main scene and it is not easy to import into our scene. Some solutions to this was to use a clip mapping to take a render of the fire, put in on a flat polygon in the scene where we want it. Also, making the fire in the actual scene would have made things a lot easier. Miguel: 1) The main problem I ran into was my objects had a large amount of polygons. The group decided to keep each object to around six hundred polygons, so the render time would be long. A tool that helped to reduce the polygon count is the ‘qemLOSS2’ tool. This greatly aided in reducing polygons by 50%, but a problem is that too many reductions and the object becomes disfigured. In order to counter this effect, the ‘Subpatch’ tool, was used to make the polygon maintain its shape. These two tools greatly aided in reduction of polygons and maintaining its shape.
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| | | Time Frame | Lighting | 3 hours | | | Layout | 3 hours | | | Rendering | 10 hours | | | Modeling | 13.5 hrs. | | | Temple | 6 hours | | | Bird | 6 hours | | | Pit | 1 hour | | | Pit Cover | 1 hour | | | Sword | 6 hours | | | Sword Holder | 7 hours | | | Fire Partials | 8 hours | | | Shields | 20 minutes | | | Box | 15 minutes | | | Potion1 | 30 minutes | | | Potion2 | 10 minutes | | | Mace | 6 hours | | | Chalice | 5 minutes | | | Arrow | 1 hour | | | Bow | 30 minutes | | | Hourglass | 10 hours | | | | | | | Textures | | | | Shield Textures | 2 hours | | | Bird texture | 4 hours | | | Pit Color Lisa | 1 hour | | | Background Color | 3 hours | | | Gold | 30 min | | | Moss | 1 hour | | | Temple Wall | 3 hours |
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| | References
To make fire: http://www.ecst.csuchico.edu/~ranger/ samples/APCG330/ tutorials/Hypervoxel_fire.pdf For wood box textures: http://www.weedhopper.org/ Art/Textures_Woods.asp
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