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 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Fall 2005
Drew Barrows
2005 Fall ->3D Computer Modeling ->Galleries ->Final Gallery ->Drew Barrows

Drew Barrows Final Scene
   
   
   
 Just a Game 
Inspiration

When I decided to take on this project I took a moment to think about what aspect of computer modeling I needed to improve upon the most. Well, of course that would have to be texturing. So, with that in mind I had to think of a project that I would enjoy doing, and would also provide me with a great enough challenge in the texturing area. I was looking through the previous student works and the one project that always caught my eye was the final project done by Nathan Harling entitled, “Chashitsu”. This was a very successful piece because of the amount of realism in the objects and textures. I too wanted to create a piece with that amount of realism and creativity. Thinking back to my youthful days, I came across the idea of modeling a baseball glove and ball. Immediately this concept stuck with me and I went from there. I choose a baseball theme mostly because I felt it would be a tribute, if you would call it that, for fourteen years of my life that I had spent playing the game. I did, however, choose the 30’s – 40’s era in baseball history simply because that’s when I considered the sport to be what it was…just a game.

  
ObjectsGloveDrew Barrows
 BaseballDrew Barrows
 BenchDrew Barrows
 WallDrew Barrows
 FloorDrew Barrows
 CaseDrew Barrows
 TableDrew Barrows
 LampDrew Barrows
 StandsDrew Barrows
TexturesGlove TextureImage from http://www.antiquemystique.com /pages/4485_jpg.htm heavily edited by me.
 Baseball TextureImage from http://images.heritagecoin.com/images /HNAI/75/45071/45071022001o.jpg heavily edited by me.
 GlassEdited lightwave preset.
 TableEdited lightwave preset.
 LampEdited lightwave preset.
 StandsEdited lightwave preset.
 CaseImage from http://www.mayang.com/ textures/ perl/preview.pl? category=Wood /Flat%20Wood%20Textures& image= light_coloured_wood_200142.JPG other parts were edited lightwave presets.
 FloorImage from http://www.mayang.com/textures/ perl/preview.pl? category=Wood/Flat%20Wood%20Textures& image= dull_wood_2020138.JPG
 WallImage from http://www.mayang.com/textures/ perl/preview.pl? category= Architectural/Brick&image=greeny_yellow_mould_brick_5140196.JPG
 BenchImage from http://www.mayang.com/textures/ perl/preview.pl? category=Wood/Flat%20Wood%20Textures &image= variegated_green_fungus_wood_4131439.JPG
Problems and Solutions

I encountered a whole host of problems along the way while I was attempting to model and texture these scenes.
 
P1: Creating the glove model was very time consuming because I went in and actually created each polygon individually.
S1: There is no real answer for this other than patience. I decided to do the point modeling method because it was the only way I could achieve the desired shape. I could have maybe created a ball and moved the points around until I had created the desired shape, but that would have taken just as long.

P2: Texturing the glove was the biggest pain in the butt. Trying to develop a realistic and detailed texture.
S2: This took me the most amount of time. I think more time than the actual glove model took me. What I ended up doing was taking my glove reference image and then I went into Photoshop and Aura and did some heavy editing. What I ended up doing was taking the basic colors and texture in the original image and I patched and blended them together until I had a square texture covering the entire image. What I had left was the core original glove seams and rolls and what I had on the outside was the original glove color and texture.

P3: Getting the blur effect working in layout.
S3: This I did not quite figure out how to implement properly. I ended up just playing with settings until I had something that looked decent, but it was still not what I had exactly wanted.

P4: Getting high quality with lower render times.
S4: This is something that I still need to work on. I was aware of my poly counts and for the scene it is not too bad. However, I wanted some realistic lighting so I went on and enabled caustics and radiosity. These two effects provide amazing results, but increase rendering times significantly.

P5: Lighting is always a bit of an issue. Deciding how many lights to use and where to place them is always a time consuming and tedious aspect of rendering.
S5: Taking the time and adjusting values and positions is the only way to achieve the desired effects.

P6: Getting the UV map to fit and work.
S6: This just took time. I had to play around and try to figure out which method would be the best for my glove and baseball. I ended up choosing UV Planer mapping and that was what worked the best for me, but not without spending countless hours adjusting and readjusting.
Time Frame
  • Pre-Production (i.e. concept art): about an hour or so to think of the concept and sketch it out.
  • Modeling: about 18-20 hours, creating the points and polys then positioning and re-positioning.
  • Texturing: 20-26 hours, creating the textures and then positioning then on the UV map, then readjusting, etc.
  • Layout (i.e. setting up the scene, textures, etc.): about 15-16 hours to get all of my objects in the right place, adjusting textures, and bump maps, rendering, and then moving things around….
  • Lighting: about 3-4 hours, playing with values, color, position, and amount.
  • Rendering: about 10 hours.
References