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

Scott Wilhelm Desk Scene
   
   
   
 Late Shift 
Inspiration

Inspiration:  The only inspiration I had for this piece was my own creativity.  However, there is a story.  This scene takes place in a large office filled with cubicles, all empty except for one.  While the rest of the co-workers went home at their allotted time, one lone man (or woman!) stays behind to grind out the last of the work.  But, after realizing that all the work that was needed, the decision was made to play a little World of Warcraft before leaving.

  
ObjectsRoomScott Wilhelm
 CubiclesScott Wilhelm
 DeskScott Wilhelm
 CabinetsScott Wilhelm
 GlassScott Wilhelm
 PencilScott Wilhelm
 PaperScott Wilhelm
 PosterScott Wilhelm
 LampScott Wilhelm
 ElevatorScott Wilhelm
 LightsScott Wilhelm
 Computer MonitorLightwave Objects
 KeyboardLightwave Objects
 ChairLightwave Objects
TexturesOffice Space Posterhttp://images-eu.amazon.com/ images/P/ B0000BZNIU.02.LZZZZZZZ.jpg
 Monitor Screenhttp://www.mystics.de/ networkuploads/ screenshots/ 00000008356-1.jpg
Problems and Solutions

I only really had two problems, the lights by the elevator and the glass texture.  The glass texture didn’t turn out the way I wanted because I didn’t want to turn on Raytrace reflections and refractions due to huge render time increases (combined with volumetric lighting).  The second problem was the lights by the elevator.  I wanted to be able to see the lights, and have them illuminate the elevator, but not too much of the room.  Also, it kept making the side walls too bright, while the back walls stayed dark.  To fix this I made the side walls separate objects, then just told the back lights to ignore the side walls.

Time FrameTime spent planning1 hour
 Desk1 hour
 Lamp1 hour
 Misc room parts2 hours
 Texturing1 hour
 LightingMany hours. The modeling part of everything is the easy part. Its the lighting/rending that takes a long time. First you need to try a lighting technique, then render it to see how it is, and rinse and repeat.
References

No tutorials or references used.