Ranger's Home
 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Spring 2007
Daniel Schmittou
2007 Spring ->3D Computer Modeling ->Galleries ->Desk Gallery ->Daniel Schmittou

Daniel Schmittou Desk Scene
   
   
   
 Destroyed solitude 
Inspiration

I wanted to try and create a situation that appeared bleak, yet at the same time have a few of the objects in the scene give. So I set out developing a backdrop for this scene. I ended up choosing a war torn/deserted cityscape. I wanted to see how well I could make the scene looked old and destroyed. I knew this would require good modeling and texturing to pull off the realism.

  
ObjectsBroken buildingDan
 Box crateDan
 Wood slatsDan
 LanternDan
 PaperDan
 PencilDan
 Artillery shellDan
 Rubble 1Dan
 Rubble 2Dan
 RebarDan
 Brick buildingDan
 BricksDan
 TerrainDan
 Back wallDan
 CandleDan
TexturesLanternLightwave materials then tweaked
 TerrainLightwave materials then tweaked
 RebarLightwave materials then tweaked
 All other textures were created using photographs I took, and digital painting in Photoshop. Each texture was composed of approx. 5 images to create the final composite image.
 Background/HDR probe:http://www.spectralogue.com/ textures/ showimage.php?type=l&id=2780
Problems and Solutions

I spent a lot of time setting up rendering and lighting. I wanted a daylight effect, giving everything a GI look. This took a lot of time because I used Radiosity. I had two main light sources, an area light, and an HDR light probe. It was hard to get the lighting correct when I tried to adjust both at once. I finally started working with one until I got the correct look, then worked on the other. I knew the scene would benefit a great deal from DOF, but Lightwave’s DOF tool isn’t that robust and very slow for not much pay off. After many-failed test renders I finally found a tool called Digital Confusion, which turns out to be a much better way to achieve DOF. The other nice thing about it is It’s included right in Lightwave. The only other thing that took a long time (as I expected) was texturing. I found that allotting a certain amount of time per texture helped a lot. Otherwise you can spend forever-tweaking textures.
Time FrameDeveloping idea:~2 hours
 Rough object placement:~2 hours
 Modeling main objects:~6 hours
 Modeling aux objects:~3 hours
 Creating textures:~12 hours
 Lighting/camera placement:~4 hours
 Rendering final image:~3 hours
 Postproduction work:~1 hour
 Saving final image:priceless
References

3dtotal.com
newtek.com
book lightwave [8]