| | | Gabe Scott | | Desk Scene | | | | | | | | | | | | | | | Shotgun Wedding | |
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| | 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.
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| | | Objects | Plywood | Gabe Scott | | | Saw Horses | Gabe Scott | | | 2 Lamps | Gabe Scott | | | Window Frame | Gabe Scott | | | Shelves/Brackets | Gabe Scott | | | Picture Frames | Gabe Scott | | | Whiskey Bottle | Gabe Scott | | | Shotgun | Gabe Scott |
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| | | Textures | Plywood | Plywood | picture | | | Walls | Darkerwood | | | | Floor | floor | lightwave | | | Saw horses | wood_diffuse | lightwave | | | Shelves | wood_color | lightwave | | | Wall picture | wagonpic | home picture | | | Dusty picture | dustpic | dust and home picture |
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| | 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
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| | | Time Frame | Planning | 2 hours | | | Modeling | 6 hours | | | Texturing | 3 hours | | | Lighting | 3 hours | | | Rendering | 1.5 hours |
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