| | | Todd Brown | | Group Scene | | Jeremiah Gutierrez | | | | Robin Kunstman | | | | David McSween | | | | | Automacide | |
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| | Inspiration
Our original plan for out project was simply that we wanted to make some sort of humanoid objects. We quickly decided robots would be a good way to go, as modeling humans would be much too time consuming. Once we settled on creating a scene with robots we spent about a week trying to determine the setting. Various ideas included a robot dance club, a space station, and finally a warehouse. The warehouse setting is what then led us to the idea of a robot murder scene. Our final product is somewhat reminiscent of a scene from an old mystery novel, but with robots rather than humans. Small touches such as the reporter’s hat help create such a mood.
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| | | Objects | Warehouse | Todd Brown | | | Crate | Todd Brown | | | Oil Puddle | Todd Brown | | | Enforcer Robot | Todd Brown | | | Murderer Robot | Jeremiah Gutierrez | | | Observer Robot (Not Pictured) | Jeremiah Gutierrez | | | Reporter Robot | Robin Kunstman | | | Camera Eye Bot | Robin Kunstman | | | Dead Robot | David McSween | | | | | | Textures | Warehouse | Total Textures | | | Crate | Total Textures | | Oil Puddle | Todd Brown | | | Enforcer Robot | Todd Brown | | | Murderer Robot | Jeremiah Gutierrez | | | Observer Robot (Not Pictured) | Jeremiah Gutierrez | | | Reporter Robot | Robin Kunstman | | | Camera Eye Bot | Robin Kunstman | | | Dead Robot | David McSween |
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| | Problems and Solutions
Creating Semi-Organics Creating objects with a semi-organic shape proved to be very difficult. The murderer robot in particular is designed to look smooth and fairly human overall. We decided to make everything a bit more metallic and hard edged near the end as it became clear that we did not have time to get everything smoothed down. Texturing Irregular Shapes Applying textures to irregular shapes is rather difficult and Lightwave’s implementation of UV mapping is rather cumbersome at best, so we decided to go with procedural textures on the robots and simple projection textures on the building. Given another week or two, we might have been able to UV map custom made textures onto the robots and applied dirt maps and such to the building to make it look less uniform. Creating the Scene Placing objects within the final scene can be pretty difficult in terms of making everything fit. A few last minute cuts of already made objects had to be made in order to make the scene a bit less cluttered.
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| | Time Frame
Modeling the Robots – 24 Hours Texturing the Robots – 2 Hours Modeling the Setting – 8 Hours Texturing the Setting – 4 Hours Setting up the Scene – 5 Hours Rendering the Scene – 30 Minutes Post-Render Modifications – 5 Minutes
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