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 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Spring 2007
The Black Souls
2007 Spring ->3D Computer Modeling ->Galleries ->Group Gallery ->The Black Souls

David Brooks Group Scene
Jon Edwards  
Kat Whalen  
  
 Ye Olde Cathedral 
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.
 
ObjectsaltarJon Edwards
 doorsJon Edwards
 boatJon Edwards
 chandelierKat Whalen
 gazeboKat Whalen
 facadeDavid Brooks
 cathedral bodyDavid Brooks
 spiral stairsDavid Brooks
 rock stairsDavid Brooks
 waterDavid Brooks
 smile iconDavid Brooks
 eroded bridgeDavid Brooks
Texturesrose windowDavid Brooks
 stained glassDavid Brooks
 bridgeDavid Brooks
 spiral stairsLightwave preset
 rock stairsLightwave preset
 mud floorDavid Brooks
 altarlightwave preset
 altar stairslightwave preset
 watermodified lightwave preset
 gazeboKat Whalen
 second and third floorsLightwave preset
 roofmodified lightwave preset
 buttressesDavid Brooks
 torture windowDavid Brooks
 bridgeDavid Brooks
 facadeDavid Brooks
 smile iconLightwave preset
 chandeliersLightwave preset
 all glassLightwave preset
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.

Time FramePlanning4.0 hours
 Modeling45.0 hours
 texturing40 hours
 Layout100 hours
 Rendering200+ hours total render time(we did not use all the images for our final presentation)
References

"Essential Lightwave 3D (8)", Albee, Warner, Wordware Publishing 2005.

http://www.3dlinks.com

http://highend3d.com

http://www.3dcafe.com