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

Gabe Scott Desk Scene
   
   
   
 Shotgun Wedding 
Inspiration

The main inspiration for the whole scene is how I think my wife wants the world to be (except for the whiskey bottle.)  In the “ideal world” the only indoor structures would be indoor arenas and barns.  This is not that world.  In this world the scene depicts the miserable life of a man whose world consists of furniture made of haphazard crap, whose life consists of memories as pictures, and whose present life is through his whiskey and his shotgun.  His wife left him long ago and all he has left now is a picture of which he can only wipe away the dust.

The desk that we had in our tack room for a long time was an old piece of plywood on saw horses.  The shelves and lamps were also right out of childhood experience. I had hoped to get dust and hay to be important aspects of the scene but neither worked out with time constraints.  I did however have one of my pictures covered in dust with a single hand swipe across it.  I tried using everything possible from my personal experience.  The plywood texture is a picture of a piece of plywood in the barn.  The shotgun, whiskey bottle, pictures, and lamps were all modeled after the ones I have at home.  The wagon picture is of a wagon my father and I built and we are both in the picture if you look close.
 
ObjectsPlywoodGabe Scott
 Saw HorsesGabe Scott
 2 LampsGabe Scott
 Window FrameGabe Scott
 Shelves/BracketsGabe Scott
 Picture FramesGabe Scott
 Whiskey BottleGabe Scott
 ShotgunGabe Scott
TexturesPlywoodPlywoodpicture
 WallsDarkerwood
 Floorfloorlightwave
 Saw horseswood_diffuselightwave
 Shelveswood_colorlightwave
 Wall picturewagonpichome picture
 Dusty picturedustpicdust and home picture
Problems and Solutions

P:  I had problems with lighting casting shadows
S: I had to use multiple lights and change lighting values for different camera locations
 
P: Texture Sizing
S: I had to play with sizing for a long time to get realistic looking textures without having tiling too obvious
 
P:  Multiple Polygons on the same location
S: Deleting one of the poly’s

Time FramePlanning2 hours
 Modeling6 hours
 Texturing3 hours
 Lighting3 hours
 Rendering1.5 hours
References

None provided.