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3D Computer Modeling
APCG 330 Spring 2007
Wes Newell
2007 Spring ->3D Computer Modeling ->Galleries ->Final Gallery ->Wes Newell

Wes Newell Final Scene
   
   
   
 Doghouse 
Inspiration
 
I recently got a puppy so dog stuff has been all that is on my mind. I've been wanting to make her a dog house but I had not come up with a design that would be cheap and easy to make. I went online and found some blueprints and instructions for making a dog house out of a piece of plywood. What better way to test the design than to build it in 3D? I wanted to add in a few things to the scene to make it more interesting so I added a few things you might see around a dog house. I decided to go with a real background just because I want to practice camera matching and I wanted to learn how to create shadows on a background image that looked like they were actually a part of the real photograph. The tennis ball was also a large focus as it involved some complex modeling to create the grooves on the ball.

  
ObjectsDog HouseWes
 Name TagWes
 BowlWes
 FoodWes
 Tennis BallWes
 BedWes
 KongWes
 GroundWes
TexturesWoodtile.jpghttp://mayang.com/ textures/Wood/ html/ Flat%20Wood%20Textures/ index.html Made it tileable in photoshop and changed levels
 Woodbump2.jpgSame as woodtile.jpg but in black and white with some level changes to make it a bump map
 Bedding.jpghttp://mayang.com/ textures/Fabric/ html/ Other%20Fabrics/ index.html made tileable using photoshop
 Bedding Bump.jpgSame as Bedding.jpg with modified levels and in black and white
 Fabric.jpghttp://mayang.com/ textures/Fabric/ html/ Other%20Fabrics/ index.html made tileable using photoshop
 Fabric Bump.jpgSame as Fabric.jpg in black and white adjusted levels to be a good bump map
 bybg.jpgUnknown Source (found using google images search)
 bybg2.jpgsmaller version of bybg.jpg
Problems and Solutions

I had major issues with bump mapping on the wood texture of the doghouse. Sometimes the bump mapping would create lines that went across a surface rather than apply the bump map directly flat onto the surface. To fix this I tried different application axis and modified the bump ammount.
The tennis ball UV mapping did not go very smoothly. I could only get parts of the object to unwrap correctly onto the uvmap. This left some of the object textured using the default color rather than the image from the uvmap. To fix this, I made the default color of the object the same as the color in the uvmap image so that you can not tell that the object is not completely uvmaped.
Getting the ground texture to properly blend with the background was difficult. It would often come out way brighter or way darker than the background image. To fix this I had to make the luminosity of the ground 50% and the diffuse 50%. THis preserved the brightness of the image and made the transition seamless.
Getting the lighting to match was very difficult. In order to make it match correctly I had to do hours of guess and check.

For the second render i had to use a blown up background image. This caused some pixelation and bluring in the background. This blury background contrasted against the sharp render of the doghouse looked awkward. To fix this, I deleted the ground object and saved an alpha render. I used this alpha render to mask the modeled portion of the final image so that I could blur just the modeled objects. This gave it a more seamless appearance between photo and render.


Time FrameDog House2.5 hours
 Name Tag30 min
 Bowl30 min
 Bed1.5 hours
 Kong30 min
 Ground2 hours
 Food30 min
 Lighting3 hours
 Texturing4 hours
 Rendering Setup6 hours
 Composition/Camera Setup6 hours
 Total~27 hours
References

Building a Doghouse     http://www.lowes.com/lowes/lkn?action=howTo&p=Build/DogHuse.html
Front Projection Mapping     http://www.tutorio.com/?tui=3797