Ranger's Home
 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Spring 2007
Erik Sunderland
2007 Spring ->3D Computer Modeling ->Galleries ->Final Gallery ->Erik Sunderland

Erik Sunderland Final Scene
   
   
   
 Midnight Race 
Inspiration
 
This scene depicts a midnight race down a steep mountain road. The green car that I modeled is winning because the car behind it has just smashed into the rail.

  
ObjectsKoenigsegg.lwoErik Sunderland
 Tire.lwoErik Sunderland
 Plate.lwoErik Sunderland
 Logo.lwoErik Sunderland
Texturesnfscarbon.jpghttp://xbox360media.ign.com/ xbox360/image/ article/727/ 727503/ need-for-speed-carbon-20060823092302357.jpg
 Rim.jpghttp://img.infotropic.com/ w/w060226_3d.jpg
 Tire.jpghttp://www.andrews.edu/ ~dinsley/ tire tread tut_html_5e2870bd.jpg
 chrome.pngErik Sunderland in photoshop.
 chromeclip.pngErik Sunderland in photoshop.
 logo.pngErik Sunderland in photoshop.
 logoclip.pngErik Sunderland in photoshop.
 plate.pngErik Sunderland in photoshop.
 CarThe car's textures are all done using Lightwave presets. In the presets panel, there is a texture under metal called Auto 02. I used that and tweaked the color to my liking.
Problems and Solutions

I had many problems with this final project. One problem was with modeling. I knew that I wanted to spline model my car but I had never done this type of modeling in the previous projects. It was difficult to get started with splines but once I understood how they worked, the modeling went fairly quickly. I learned that you can only use 3 or 4 splines in a spline patch and that 4 is usually better.

The next problem that I ran into was with HDRI rendering. At first, I did not have the correct type of image. I did not know that there is a special image format for HDR images. I thought the technique used a regular jpg or png image. Once I had the right type of image, I ran into the problem of grainy renders. The entire image looked like it was speckled with bright dots. To eliminate this, I tried different types of radiosity techniques and eventually settled on “Monte Carlo” with a maxed value for “Rays per Evaluation.”
 
Overall, I would say that I learned a great deal from this project. I used techniques that I did not use in any other project to achieve my goals. I am happy with the results but still think that more detail to the car would allow for a better looking final render.

Time FrameSpline modeling car25 hours
 Textures10 hours
 Tire5 hours
 HDR lighting15 hours
 Backdrop selection2 hours
 Total57 hours
References

Tutorials about spline modeling:
     Spline Patch Tool by Andrew Holifield
     Spline Modeling by Michael Steiner
     Spline Modeling by Steve Liebenberg
 
Tutorials about HDR rendering:
     HDR Rendering by Dan Schmittou
     HDRI Power by David Winston