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 Clarke Steinback Ph.D.
3D Computer Modeling
APCG 330 Fall 2005
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2005 Fall ->3D Computer Modeling ->Galleries ->Group Gallery ->Error Code 0x02d7ecab

William Boylan Group Scene
Todd Clark  
Scott Wilhelm  
   
 Spaceman Spiff 
Inspiration

As a group we spent about 2 hours planning the scene and its layout.
 
Our scene is inspired by the popular comic Calvin and Hobbes.  In some of the episodes Calvin imagines that he is a space hero known as Spaceman Spiff.  Our scene depicts spaceman spiff’s ship crashed on a desert planet.  Confronted by a hostile inhabitant of the planet, Spiff stomps him like a nark at a biker rally leaving it nothing more then scorched bones and a blast mark.  Alone and in a harsh environment our hero abandons his ship.

  
ObjectsShip and its componentsWilliam
 Ships ChairLightwave object
 LandscapeScott
 Blast MarkScott
 RocksTodd
 BonesTodd
 Backdrop EditTodd
Textures

Planet Backdrop: http://www.merkurysmusings.com/images/photoshop/1024/planets%20align1024.jpg 
 
Rock tutorial:  http://www.texturespace.com/tutorials/quick_and_dirty_rocks.pdf
 
Rock Texture: http://edenwebdesign.com/images/rockbg.jpg
 
Radar (green): http://www.ezthemes.com/previews/r/radar.jpg
 
Sonar screen: http://www.geo.unimib.it/BioDeep/Photo/sonar.jpg
 
Tachometer: http://www.hondagyrl.com/Lunar338inchtachelectric4297big.jpg
 
Clock gage: http://www.pedersens-racing.no/bil/VDO/klokke.JPG
 
Asteroid picture: http://imgsrc.hubblesite.org/hu/db/1997/27/images/a/formats/web.jpg
 
Red metal for body of ship: http://www.stormvision.net/images/preview/red_metal_2.jpg
 
Blast Mark:  http://forevermore.net/photos/DC-fireworks.jpg
 
Air Brush Tutorial:
ftp://ftp.newtek.com/pub/LightWave/Tutorials/Vidz/Terrain_Morph.mov

Problems and Solutions

Todd - The biggest problem I ran into was trying to create a good looking backdrop.  I started out by trying to create a sky dome using pictures of star fields projected into a half dome.  I kept getting very noticeable seams along the inner lining.  After spending 2 lab periods dinking around with the sky dome I finally gave up and got to work creating a background with sky tracer.  The problem I ran into with that was that we wanted a background that coincided with the scenes “space” theme.  After trying to manipulate sky tracer to do what I wanted I searched the internet for some pictures that I felt would make suitable backdrops.  I finally found one I liked and went well with our scene but it had several features that clashed with our scene.  I used Photoshop to adjust the brightness, dodge and burn, and finally completely remove the sun from the picture.
           
William – I modeled all of the space ship (except for the chair) and didn’t run into many problems. Most problems were simple and didn’t slow me down. I’m not that great at texturing so that seemed to take a large chunk of my time. I have somewhere around 30 layers for the ship and all of them are textured.
 
Scott Wilhelm:
To begin, I was in charge of creating the landscapes and the blast mark on the ground.  The landscapes were created using the airbrush tool in modeler.  This gave me a lot of freedom as to what the landscape would look like, as well as producing instant results, rather than creating a displacement map in Photoshop, and then importing it into Lightwave.  I even created a little mound in front of the ship to show that it had been moving.  The trench-like trail left by the ship was created using a displacement map.   The map was made in Mirage using a black and white feathered brush, and then imported into Lightwave under the deformation tab.  One of the harder aspects was creating the blast mark on the ground.  To do this, I found a picture of fireworks on the web, and put it into Mirage.  I then converted it to black and white, and changed the contrast and gamma.  My plan was to make the background an alpha channel, while leaving the blast mark showing.  Finally, and probably the most difficult, was texturing the ground.  It required many different bump layers, and several different color layers.  The bumps mostly consisted of the Hetero-terrain procedural map combined with others like “Dented” and “Veins.”  Changing them all to “additive’ would allow them all to stack and create a more realistic terrain style.  The hard part was making the land appear to be bumpy and rocky, without creating too many polygons.  I think bump maps do this job quite well.


Time Frame

Todd
     16 Hours Total:
                       -30% modeling
                      -40% texturing
                       -30% rendering

William
     20 Hours Total:
                       - 40% modeling
                       - 40% texturing
                       - 20% rendering
Scott
     15 Hours
                -40% modeling
                -50% texturing
                -10% rendering
References

We would like to thank Rusty Robbins for helping create the footprints and the burn marks on the body of the ship. Thank you Rusty.