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 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Fall 2005
Rachelle Daniele
2005 Fall ->3D Computer Modeling ->Galleries ->Desk Gallery ->Rachelle Daniele

Rachelle Daniele Desk Scene
   
   
   
 Survival of the Fittest: The Extinct Inventor 
Inspiration

I wanted to do an original desk scene. I brainstormed as many different types of scenes as I could and thinking I decided that using cave drawings would be one of the best ways to tell a story. My idea evolved from there.

 
ObjectsCaveRachelle
 FireRachelle
 Fire holderRachelle
 CrystalsRachelle
 DeskRachelle
 PencilRachelle
 Wheel (square)Rachelle
 Wheel standRachelle
TexturesCaveCoriolis:Lightwave
 Cave desk legMulti-fractal:Lightwave
 Cave desk table topCoriolis:Lightwave
 Crystal holderTurbulent Noise:Lightwave
 CrystalTurbulence:Lightwave
 Wheel axlHetro Terrain:Lightwave
 Wheel fork stickWood:Lightwave
 Wheel ropeValue:Lightwave
 WheelHetro Terrain:Lightwave
 PencilValue:Lightwave
 Images: (I painted both these images)
 Light (Silloette1)drawing2Aura
 Light(Silloette2)eatenAura
Problems and Solutions

In creating my desk scene, I ran into a multitude of problems, most having to do with texturing difficulties. For instance, much of my scene was designed to have certain custom textures; however, I did not know how to implement them. I made many unsuccessful attempts and when I asked for help, I was told that what I was requesting was difficult and would be tedious and time consuming. As a deadline was approaching, I had to think of another way to solve my problem.

Initially, my problem was that I had an image from Aura that I wanted painted on the walls of the cave in my scene: cave drawing that were a focal point of my story. Unfortunately, Lightwave only allows JPGs to be imported. My image was a GIF requiring a transparent background. Consequently, I had cut the image from my scene.  Luckily there was a solution to my dilemma, creating a texture map was out purely because it required too much time: however, I could apply textures to my walls using planar light projections in layout. I projected cave drawings onto my walls. This solution solved many of the problems in my piece.

Another more minor difficulty that I ran into, involved rendering fire. I created stunning fire, after watching some extremely helpful tutorials on volumetric lighting. Unfortunately, it only would appear in the viper window, and not in a final render. Eventually, it was discovered. The initial light I was using to create the fire was a distant light. Distant lights go on infinitely. Since my scene was in a cave, with limiting walls this could not occur. All I had to do was change my lighting type. So remember, if you’re in a contained space, your volumetric distant light won’t render. These were the central problems I encountered creating my desk scene.

Time Frame

Desk:
The desk took approximately 3 hours to make, mainly because I made many of the rocks supporting the tabletop individually. Fortunately, I was able to mirror the first table leg and change it up a bit to create the second, saving me much valuable time.

Cave:
This took me about 3 hours. It really shouldn’t have taken me this long, but when I made my first attempts at modeling it, I had no idea as to how to go about it. It took me several tries before I got comfortable with the tools of Lightwave. Once I had a better idea about how they worked, I was able to make my final cave model quickly.

Fire:
Making the fire wasn’t too hard. I found a great tutorial and was off. It took me about an hour and a half to create it, mostly because I had more than one go at it. I had found that starting out with a distant light for my base was the most effective light type, the tutorials didn‘t specify which to use, so I had to experiment a little.

Wheel and Wheel Stand:
This was one of the more time consuming models of my project. The band that wraps around the wooden pieces was a bit of a problem to model. The first few attempts I made, I tried using the spline tool, drawing a line around the wooden object, and creating a cylinder that would be applied repeatedly down the spline path. It was too difficult to make the line wrap around the objects correctly with this method because the background layers are shown as wire meshes, consequently I couldn’t see the spline well in 3D space. Instead, I went about it the old-fashioned way. I created a cylinder and extruded the faces, adjusting each new extrusion to wrap around the wood objects (somewhat tedious and time consuming).

Pencil:
One hour.

Crystals:
These took about an hour and a half to model. They were extremely easy to make. I made one, copied it and scaled it down to give it’s walls thickness, copied the two and edited various elements on their clones to change the basic look.

Fire:
This was relatively easy to create as I had some helpful tutorials, unfortunately after I created the perfect fire, I saved incorrectly and had to recreate it. This element ended up taking twice as much time as it should have, which was about two hours.

Fire holder:
This was just a subdivided box that was sub-patched with some points that were dragged out. It was easy to model and only took about thirty minute.

Rendering:
I’m not entirely sure about the render time each render only took about 20 minuets tops to render, but I did many renders before I found ones I was satisfied with.

References

James Devan. A Little Bit on Fire. Retrieved September 18, 2005, from
http://www.ecst.csuchico.edu/ ~ranger/samples/CSCI140/ tutorialsS05/Jdevan_fire.pdf