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 Clarke Steinback Ph.D.
3D Computer Modeling
CSCI 140 Spring 2005
We Got the Paper First
2005 Spring ->3D Computer Modeling ->Galleries ->We Got the Paper First

Todd Brown Group Scene
Jeremiah Gutierrez  
Robin Kunstman  
David McSween  
 Automacide 
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.

 
ObjectsWarehouseTodd Brown
 CrateTodd Brown
 Oil PuddleTodd Brown
 Enforcer RobotTodd Brown
 Murderer RobotJeremiah Gutierrez
 Observer Robot (Not Pictured)Jeremiah Gutierrez
 Reporter RobotRobin Kunstman
 Camera Eye BotRobin Kunstman
 Dead RobotDavid McSween
 
TexturesWarehouseTotal Textures
 CrateTotal Textures
Oil PuddleTodd Brown
 Enforcer RobotTodd Brown
 Murderer RobotJeremiah Gutierrez
 Observer Robot (Not Pictured)Jeremiah Gutierrez
 Reporter RobotRobin Kunstman
 Camera Eye BotRobin Kunstman
 Dead RobotDavid McSween
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.

 
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


References

Building Textures from Total Textures CDs Volumes 1,2,3
http://www.3dtotal.com/services/cds_new/intro.asp