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2006 Spring ->3D Computer Modeling ->Galleries ->Group Gallery ->The Lost Group
| | | Heather Kellogg | | Group Scene | | Katie Walker | | | | Frank Alvarez | | | | Rudy Smith | | | | | Lost in the Woods | |
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| | Inspiration
When we began brainstorming, we had a few different ideas for our scene, among them a lighthouse scene and a bridge scene. We decided that a scene involving a bridge in the woods would be best, as it would contain a number of challenges but we felt it was a scene we were very capable of creating. We wanted the scene to focus on a weathered, stone bridge arching over a stream, surrounded by green spring grass, wild flowers, and trees. We hoped the scene would evoke the peaceful feeling of being deep in the woods surrounded by nature. Also, inspired by the never-ending rain we are currently experiencing here in Chico, we wanted the stream running through our scene to be flooding with spring rains and the grass to growing tall and green with the spring sun and fresh water. Different times of day were considered for the scene, and we decided that we wanted to create a midday scene as well as a night scene in which we could show off lamp light on the bridge, and incorporate fireflies.
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| | | Objects | Landmass | Heather Kellogg | | | Water | Rudy Smith | | | Ducks | Frank Alvarez | | | Bridge | Heather Kellogg | | | Lamps | Katie Walker | | | Trees | Katie Walker | | | Branch | Katie Walker | | | Wildflowers | Frank Alvarez | | | Fire Flies | Heather Kellogg |
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| | | Textures | Grass | Heather Kellogg with Saslite | | | Bridge | Heather Kellogg | | | Lamp | Lightwave, modified by Katie Walker | | | Water | Rudy Smith | | | Leaf | Leaf image from http://www.schoolsliaison.org.uk/woodgate/leaves/leaves01.html, modified and texture created by Katie Walker | | | Bark | http://www.firedragon.com/ ~flashfire/images/landscapes/ c10/Section-01-BTC/ newtek_bark01.jpg | | | Duck | http://www.zenzero.com/ ducks/ mallard02.jpg | | | Fog | Frank Alvarez |
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| | Problems and Solutions
Heather: P1.) Getting the right texture for the bridge was difficult for me. At first, the groupt idea was to have a bridge that had an arch to it. Find a texture that could follow the path of an arch of just doing it myself ended up being a bit much. S1.) After what seemed like FOREVER I ended up straightening out the bridge, and trashed my arched bridge. I think if I had been able to get a photo looking straight onto a stone arc I could have pulled it off. Oh, also I helpful hint on making sure that you have your texture and bump map line up correctly, is to just adjust the image the way you like then write down the scale and position settings. Apply your bump map and don’t try to wing it but use the same settings as your image. P2.) The lighting for the night scene was interesting to do. Trying to create a moonlit mood with fireflies. S2.) With the fireflies I made a bunch of little point lights with lens flare, that would have no effect on any of the objects (which also cuts down on render time ;)). For the moonlight I used a distant light and the global illumination set at 1.5% with a blue-green hue. I think it gave the scene the feeling we were looking for. In the daytime shots I illuminated the backdrop and set an area light for the sun. For the lanterns I had no idea what to do. I put point lights in them put for some reason the light was just not right. After a closer inspection of them in Modeler I realized there seemed to be 3-4 layers of glass in them. So I just took the glass out completely soothe light could shine through and cut down on rendering time. Frank: Flowers – Red Colored – need to adjust the amount of polygons utilized, the object originally had 2,300 polygons per flower, too many for a LightWave – Layout rendering, this number of polygons per flower would take increase the length of time a rendering would take. Therefore, the number of polygons was decreased to 600 in LightWave – Modeler. Fog took much time to determine the proper settings in LightWave / Layout / Cntl + F6 / Volumetrics; it is important to understand that there must be a certain amount of distance between the fog and the camera, it was finally determined that the best setting for the fog in the scene was Min. Distance = 3 m, Max. Distance = 15 m, Min. Amount = 4 %, Max. Amount = 50 %. Furthermore, the camera had to be activated to be able to see the fog, this was completed by following: LightWave / Layout / Display Tab / Options / Display Option / Open GL fog. Note – the Open GL fog is located at the very bottom left corner of the popup menu. Rudy: Problems: The first problem that I had was finding a tutorial that worked for the water and helped teach me to manipulate the water to my specific needs. The next problem that I had was when I was finally done with the water it was much to big and would have never worked in the scene. The last big problem that I had was when ever we moved the water into the scene the textures would all disappear and all the work that had been done was gone. Solutions: I used a few different tutorials to tech me how to make the water taking a little bit from each to meet my specific needs. To take care of the second problem I sent the water back to layout and used the size tool “H” to scale the water down to fit the scene. To take care of the last problem we ended up changing the settings for the water on the computer that we set up the actual scene on. Katie: In creating the trees for the scene I used a tutorial by Ben Posey and the tutorial her referenced online. After learning the basics of creating a tree with these, I experimented with my own settings a lot in order to come up with a tree that worked best for our scene. My biggest problem was in creating the branch in the foreground of the scene. I wanted it to have more distinct leaves and so I used a UV mapped leaf using a tutorial, and cloned it. In order to get the leaves to line up appropriately with the branches, I had to carefully place each one in modeler and then check it in layout. It was a long and tedious process, but the only way I found to do it.
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| | | Time Frame | Heather: | | | | Bridge | 4-5 hours | | | Grass | Thirty minutes to figure out how to use it and the whole project to get it the variation I liked (and I still have issues with it). | | | Lighting | 10 hours? (It felt like forever) | | | | | | | Frank: | | | | Flowers | Red Colored took ten hours from start to completion | | | Flowers | Yellow Colored, took ten hours from start to completion | | | Fog | took twenty hours from start to completion | | | | | | | Rudy: | | | | Water | took 25-30 hours to complete | | | | | | | Katie: | | | | Trees | My first trees took around 15 ours to model, texture, and make modifications. After we decided they didnt look quite right for our scene, I used what I learned to model my own new trees, which took around 10 hours to model and texture. | | | Lamps | The lamps and lamp posts took about 9 hours to model and texture. | | | Branch | The branch took at least 10 hours including time spent modeling, texturing, and then creating and placing individual leaves. |
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