| | | Joshua Gabriel | | Final Scene | | | | | | | | | | | | | | | The Armory | |
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| | Inspiration In the vast Nevada desert lies an extremely classified base known only to outsiders as Area 51. Nobody really knows what goes on beyond the gates of this military installation. However, for Lt. Dale Hawkins, he is the master armorer at the state-of-the-art firing range. He is responsible for maintaining the 24th MEU (Marine Expeditionary Unit) small arms. He performs maintenance on the unit’s M4 DMS (Designated Marksmen System), M9 and M11 Pistols, as well as the MCR3000 and Benelli M4 12 gauge shotgun. His shop is kept clean and uncluttered, with lots of tools and hi-tech laptops connected to the DOD database.
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| | | Objects | pistol ammo box | Joshua Gabriel | | | AK-47 | turbosquid.com | | | rifle ammo crate | Joshua Gabriel | | | ammunition shelf | Joshua Gabriel | | | Armory Room | Joshua Gabriel | | | barn structure (in firing range) | turbosquid.com | | | Barrett M82 | turbosquid.com | | | Barrett monopod | Joshua Gabriel | | | bench | Joshua Gabriel | | | cement barrier | turbosquid.com | | | chair | turbosquid.com | | | computer workstation | Joshua Gabriel | | | hallagan tool | turbosquid.com | | | LR 3000 | turbosquid.com | | | M4 Marksman | Joshua Gabriel | | | M16_CAR15 | turbosquid.com | | | magazine M4 | Joshua Gabriel | | | Maglite | turbosquid.com | | | MP5A4 | turbosquid.com | | | Light Bulb | turbosquid.com | | | screwdriver | turbosquid.com | | | shotgun ammo box | Joshua Gabriel | | | Benelli shotgun | turbosquid.com | | | table | Joshua Gabriel | | | table 2 | Joshua Gabriel | | | steel target | Joshua Gabriel | | | steel target 2 | Joshua Gabriel | | | M9 Pistol | Lightwave Object | | | firing range ground | Joshua Gabriel |
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| | | Textures | Camofluage_Gray_Metal | Andy Rader | | | www.planit3d.com/.../metal/metal.html | Lightwave | | | Heavily_Scratched_Metal | www.planit3d.com/.../metal/metal.html | | | Metal_ | www.planit3d.com/.../metal/metal.html | | | Desert Camo | turbosquid.com | | | grate1 | turbosquid.com | | | metal | turbosquid.com | | | metal_4 | turbosquid.com | | | scratched_thenblue_rusted_metal | turbosquid.com | | | sand | turbosquid.com | | | metal_ground | turbosquid.com | | | gun metal | turbosquid.com |
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| | Problems and Solutions
One of the initial problems I ran into was a rendering problem. My home computer isn't optimized for heavy rendering, so I had to rely on the lab machines for my realistic setting renders.
A second problem of mine was trying to get the lighting just right. I wanted to have lights on inside the armory room and have a daytime scene with light being projected in. To combat this, I used tutorials on lighting from the class website, and I used Photoshop CS2 for some minor post-production work.
My last major problem was trying to get an outdoor feel with a realistic sky. It only took me about 10 minutes to locate and read through the Skytracer 2 tutorial found on the class website. Skytracer was used in my group's project and worked pretty well, so I gave it a go.
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| | | Time Frame | MODELER | | | | Modeling | 8 hours | | | Finding models online | 2 hours | | | Texturing | 2.5 hours | | | LAYOUT | | | | Object Placement/Sizing | 5 hours | | | Lighting | 3 hours | | | RENDERS | | | | Test/Wireframe/Quickshade | 1 hour (for all 8 test) | | | Final | 5 hours | | | TOTAL PROJECT TIME | 26.5 |
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| | References
Lighting-online class tutorial Skytracer--online class tutorial | |
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