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2007 Spring ->3D Computer Modeling ->Galleries ->Group Gallery ->KILL THE RAT!
| | | Will Owen | | Group Scene | | Chris Funk | | | | Ayla Richards | | | | Nate Davis | | | | | CSI CEC | |
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| | Inspiration Little Suzy’s pizza was cold. Her parents left her at Chuck E. Cheese’s for 6 hours while they went across the street and got drunk at Quackers, the bar. Nobody would help her when she told the big people that she was lost. Someone stole her soda. Just when little Suzy was about to start crying because it was all too much, someone dressed as Chuck walked by and kicked her in the head. Little Suzy snapped. She took her tickets to the General Store and bought a cute little knife and chased Chuck in to the bathroom. Chuck tried to hide, but the girl found him. By the time the next person who needed to use the bathroom entered this scene, it was too late.
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| | | Objects | Bathroom | Nate | | | Stall | Chris | | | Knife | Will | | | Floor | Ayla | | | Door | Ayla | | | Baby Changing Station | Will | | | Drain | Ayla | | | Cop Ruler | Chris | | | Sink | Nate | | | Exit Sign | Ayla | | | Blood | Will | | | Towel Holder | Ayla | | | Mirror | Will | | | Chalk Outline | Will | | | Background | Nate | | | Police Tape | Will |
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| | | Textures | Bathroom Walls | Chris and http://www.flickr.com/ photos/ freestone/ 240481884/ AND http://farm1.static.flickr.com/ 76/163795537_ 28d012c733.jpg? v=0 | | | Stall | Chris | | | Sink | www.mayang.com | | | Door | www.mayang.com | | | Floor | Ayla and Will | | | Blood | Will | | | Mirror | Will | | | Cop Ruler | Chris with reference from http://www.sirchie.com/ images/ products/ ruler/ pps800_large.jpg | | | Chalk Outline | Will | | | Paper Towel Holder | www.mayang.com | | | Exit Sign | Ayla | | | Knife | http://myspace-316.vo.llnwd.net/ 00530/61/ 30/ 530860316_s.gif AND http://www.education.rec.ri.cmu.edu/ content/ camps/ robocamp2006/ week3/ team5/ hello_kitty_pink.jpg | | | Drain | Ayla and Will | | | Baby Changing Station | Will | | | Number Cards | Will | | | Background | Chris | | | Police Tape | Will |
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| | Problems and Solutions
Will: Chalk Outline – I tried to put a clip map on the clip map for the chalk outline (to keep only a single instance of the outline), and ever since then, the chalk outline has stopped working, even after removing the clip map. Of course it wasn’t until after trying the clip map on top of a clip map that Nate suggested setting the texture to ‘reset’ instead of ‘repeat’. However, the problem in the end was that the clip map itself when set to ‘reset’ caused everything else that wasn’t part of the texture to be chalk. The solution was to actually set the clip map to ‘edge’. Knife – Summary: Nightmare. For this object, I had to learn how to use spline modeling, which after having completed it I learned of a much easier and quicker way to model the same thing without using splines. Also, it takes a long time to zoom-in and find the points needed when using weld points, curves are difficult to create, and lastly, making a good small graphic for a knife handle texture that is recognizable from far away. Solution for making a future knife: use subpatching with weight maps instead. General – The initial setup of our bathroom caused textures to be mapped backwards. This also had the side effect of objects being backwards to the camera when loaded into modeler. As a result, this caused extra time and effort in rotating objects and textures. Lastly, in the 11th hour, layout insisted on closing itself every five minutes. Chris: Stall - While it was initially quite quick to get the stall pieces modeled, the details took some more work. In order to get the door latch to be as smooth as I wanted, I resorted to subpatching, which was slower. Thus the stall model turned out to be an interesting lesson in the basics of getting subpatching to do what I wanted it to do, and as a result, took more time than it probably should have. Hole in a wall - You may have noticed that there isn't a hole in our wall. Creating a 3d model that represents a bashed hole in an interior wall is really not very easy, as I found out. I spent a couple hours on multiple occasions attempting to concoct a clever way of putting a based hole into our walls for this scene. Unfortunately, most of the avenues which I attempted to use resulted in obviously inferior results to what I'd hoped. I'd planned then, as a way of possibly solving this problem, to address this hole more in texturing than initially desired. However, due to lack of usable time, I didn't have the chance to explore this possibility. Ayla: Door and Floor - I had to redo the textures and set the object in layout multiple times. It was quite annoying. Then somehow the room got rotated away from the doorframe so I had to try to line it up perfectly again. But finally I got it all nice and working, and it turned out alright. Drain - We took a picture of an actual drain from Chuck E. Cheese and cropped it in Photoshop to make the texture. Then I made a clip map of the picture, then attempted to make a bump map. It was a little hard trying to make the drain actually look good, but I finally got everything situated in layout and it turned out nice and realistic. Paper Towel Holder - I couldn’t get the metal slant right and a few things didn’t turn out the way I wanted, so my good friend Scott Washington helped me out over instant messenger. I think it looks pretty good! Nate: Sink- I started by first creating the counter area and then tried to make the inverse part of the bowl out of another object and Boolean subtract the piece out. I spent many hours on this because I thought that it would be the best to create the sink. I couldn’t ever get the shape of the bowl correct this way and whenever I subtracted out the piece it always left some blemish on the model. Eventually someone gave me the good advice to try and create the bowl first by sketching a curve and then lathe it around the axis. This created a very good bowl that I actually liked the shape of and from there I moved on to build the rest of the sink as it is now. Lighting- The main problem that I had with the lighting was the fact that I couldn’t get any of the lights that I was trying to produce soft shadows, everything had hard edges. I didn’t mind some hard edges but not all of the shadows should be hard it should be a mixture. So I ended up asking Clark and he suggested that I use an area light, which I didn’t have much experience with, because it has the ability to create good soft edged shadows. So I ended up with a mixture of soft and hard edged shadows by using a mix of area and point lights that I think complement the scene well.
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| | | Time Frame | Planning Scene: | 6 Hours | | | Lighting: | 7 hours | | | Layout: | 18 Hours | | | Room: | | | | Modeling: | 3 hours | | | Texturing: | 20 hours | | | Sink: | | | | Modeling: | 12 hours | | | Texturing: | 1 hour | | | Stall: | | | | Modeling: | 8 hours | | | Texturing: | 3 hours | | | Knife: | | | | Modeling: | 8 hours | | | Texturing: | 3 hours | | | Baby Changing Station: | | | | Modeling: | 5 hours | | | Texturing: | 4 hours | | | Other: | | | | Modeling: | 7 hours | | | Texturing: | 18 hours |
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