| | | Sarah Delucchi | | Group Scene | | Tyson Hill | | | | Andy Rader | | | | Thomas Uster | | | | | DHRU Hangar | |
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| | Inspiration
This scene takes place in the year 3010, 40 years after World War III. WWIII ended with the destruction of all but two percent of human life. The remainder of mankind has been forced into the clouds because of a radioactive dust covering the surface of the Earth.
With the obvious changes in culture, new sports have grown in popularity. Cloud racing has replaced the well known NASCAR and formula one racing. Each team is supported by corporate sponsors that build and maintain support facilities. These sky hangars provide protection and support for the families of the racers and their cars.
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| | | Objects | Hangar | Andy Rader | | | Racing Ship | Thomas Uster | | | Toolchest | Thomas Uster | | | Robot | Sarah Delucchi | | | Boxes | Sarah Delucchi | | | Gas Tanks | Sarah Delucchi | | | Barrels | Sarah Delucchi | | | Light Stand | Tyson Hill |
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| | | Textures | Hangar Floor | Andy Rader | | | Sky | Andy Rader | | | Hangar Logo | CSU Chico,USAF | | | Ship Textures | Thomas Uster (used metal from mayang.com ) | | | Tool Box | Thomas Uster | | | Portable Stair Steps | mayang.com | | | Ship Metal | Mayang.com | | | Tanks | http://www.ehs.umaryland.edu/ images/ hazards/ flammable%20materials.jpg | | | Boxes | http://imagecache2.allposters.com/ images/pic/ IMPO/ ET0002 ~Warning-Hazardously- Wasted-Pot-Posters.jpg | | | Barrel | Mayang.com | | | all glass | Lightwave preset |
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| | Problems and Solutions
Andy: There were many challenges when it came to using volumetric lighting. Making changes was a slow process because test renders took so long to develop. We also had to deal with specialized lighting indoors. We couldn’t have too much dust in the clean environment, but the hangar was so large, it did call for an atmosphere of sorts.
Creating the iris for the opening of the hangar was an enjoyable challenge. Andy researched a variety of iris types and mechanisms to create a realistic look. In theory, the iris could now be animated if called for in a different scene.
Sarah: I had alot of problems with the robot and polygons dissapearing on me. Each time I would boolean subtract it would work but would leave random polygon bits everywhere. Or it would subtract more then what I was aiming for. I solved this by re-doing it over again a few different times and then I just went in and deleted the random polygons. As far as the smaller objects I didn't have much trouble modeling them, but I had a few issues while trying to apply texture. Just getting the shape right, or making sure it didn't look like a pattern was placed on it. Just playing around with different sizes seems to work out all the problems I had with that.
Thomas: The ship had many non-planar polygons. I fixed this by selecting all of my non-planar polygons and tripled them using the Triple tool. (Clarke’s Solution)
I was unfamiliar with making large semi organic shapes. Pozzie suggested for an easy way to create the main wings of the ship by creating one wing and mirroring the ship wing in all directions. (Pozzi’s Solution)
As the ship also increased in complexity and also knowing I needed a landing and a flying version of the ship each of its parts were broken down into different object files. This Allowed for easy changes and multiple backups.
When the stairs were created I accidentally found the rail clone tool which is much easier making stairs then making multiple stairs and moving them all to their respective locations.
Our large volumetric lights casting through the skylights blotted out the sky seen through the iris. After I made several changes to the volumetric lights to better cope with this problem I ended up adjusting the blue values in the sky texture which fixed this blot out. Making the texture more blue is much easier then adjusting volumetric lights in our 700,000 polygon atmosphere.
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| | | Time Frame | Hangar (Model) | 50+ hours | | | Hangar (Lighting) | 20+ hours | | | Ship (Model) | 24 hours | | | Ship (Textures) | 16 hours | | | Toolchest (Model/Texture) | 2 hours | | | Robot (Model/Texture) | 15+ hours | | | Boxes (Model/Texture) | 6 hours | | | Cylinders (Model/Texture) | 4 hours | | | Barrels (Model/Texture) | 4 hours | | | Light Stand (Model/Texture) | 4 hours |
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| | References
Lightwave Textbook Class Tutorials Multiple online references for the physics of iris movement.
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