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2007 Spring ->3D Computer Modeling ->Galleries ->Group Gallery ->The Black Souls
| | | David Brooks | | Group Scene | | Jon Edwards | | | | Kat Whalen | | | | | | | | Ye Olde Cathedral | |
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| | Inspiration
Murky, green, nasty stuff the water was, and it stank like rotting flesh. We paddled alongside the moldy bridge until we came upon the cathedral. We dragged the boat ashore and gaped. If you were to guess, you would have said it was about three hundred feet tall. You would have been wrong. Maybe it was a play on our tired eyes, but as we stood at the base, we would have said it was a hundred miles at the least. The structure (if my eyes were not playing tricks with me) appeared to be formed from the stretched muscles of humanity. There was no way this monstrocity was real, yet there it stood, disgusting, foreboding, and compelling. Compelling us to wander inside and seek out its treasures...or meet our doom.
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| | | Objects | altar | Jon Edwards | | | doors | Jon Edwards | | | boat | Jon Edwards | | | chandelier | Kat Whalen | | | gazebo | Kat Whalen | | | facade | David Brooks | | | cathedral body | David Brooks | | | spiral stairs | David Brooks | | | rock stairs | David Brooks | | | water | David Brooks | | | smile icon | David Brooks | | | eroded bridge | David Brooks |
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| | | Textures | rose window | David Brooks | | | stained glass | David Brooks | | | bridge | David Brooks | | | spiral stairs | Lightwave preset | | | rock stairs | Lightwave preset | | | mud floor | David Brooks | | | altar | lightwave preset | | | altar stairs | lightwave preset | | | water | modified lightwave preset | | | gazebo | Kat Whalen | | | second and third floors | Lightwave preset | | | roof | modified lightwave preset | | | buttresses | David Brooks | | | torture window | David Brooks | | | bridge | David Brooks | | | facade | David Brooks | | | smile icon | Lightwave preset | | | chandeliers | Lightwave preset | | | all glass | Lightwave preset |
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| | Problems and Solutions
Problem #1: Creating the creepy crawly columns. We wanted to create columns that would feel alive, like people were trying to crawl out of them. that proved to be a bit complex, so we opted for columns that looked like meat Solution: I used a gradient to get the look of tendons and muscle and used a displacement map to give a real bumpy, striated look.
Problem#2: I wanted the roof to look like a sea monster that was waiting for a victim Solution: Magic bevel. Doctor SteinBack happened to stroll by when I was talking to a classmate about the problem and he showed me how to use the magic bevel.
Problem#3: Too many polygons. We wanted a massive structure and went about designing our objects with "massiveness" on the brain. The end result was that our combined polygon count was about 2,000,000! Solution: I used numerous tools to bring the polygon count down, namely "reduce polys", "merge polys" and "weld points".
Problem #4: Creating realistic chain links. Solution: Stretching the toroid gave us a shape that looked similar to a chain link. We then duplicated the link and rotated it 90 degrees, then moved it until it looked like they were both linked together. We then had to work with the array tools settings in order to have the repeated links overlap.
Problem #5: Creating a dome structure. Solution: The dome itself was easy to make on its own, and adding pillars was fairly straightforward. The problem we ran into was making the dome look like it was actually resting on the pillars. The solution I came up with was to select and pull on the polygons that were the inside of the pillar to try and make them appear to have supports resting on the pillars.
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| | | Time Frame | Planning | 4.0 hours | | | Modeling | 45.0 hours | | | texturing | 40 hours | | | Layout | 100 hours | | | Rendering | 200+ hours total render time(we did not use all the images for our final presentation) |
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| | References
"Essential Lightwave 3D (8)", Albee, Warner, Wordware Publishing 2005.
http://www.3dlinks.com
http://highend3d.com
http://www.3dcafe.com
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