Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"Bridges"
Added on: Mon Jul 19 1999
Page: 2 3 

After examining the assigment brief, I decided to create a scene with two visually contrasting areas which are connected by a bridge.


The bridge would symbolise the link between any contrasting things or feelings like good and bad, happiness or sadness..I wanted to achieve the contrast by the use of lighting and materials while keeping the focus to the main element of the scene which is the bridge itself. The upper part of the scene is the "bad" side while the bottom being the "good".

I started modeling the scene with the bridge being the major element. I drew quick rough sketches of the bridge I had in my mind and started to build it by lathes and chamfer boxes. The poles are lathe objects with noise modifier applied to break up the perfectness and smoothness of the surface geometry. The walkway is constructed from Chamfer boxes. I drew one box and a spline to match the section of the walkway and assigned the spline as the path to the box by Path animation controller.

Then took a snapshot (accessible from Array button) of the animation sequence which gave me the perfectly aligned chamfer boxes forming the walkway. As I did not wanted the walkway to be perfectly aligned, I tweaked the transformation values of the boxes.

As soon as I achieved the look I wanted, I moved on to texturing process for the bridge. This is how I work most of the time. I start modeling the scene with the most important element, finish it completely and continue with the other elements of the scene.


For the pole material I used a Mix map in Diffuse Slot. I mapped two textures with two different UVW Map modifiers with different coordinates and channels. Planar for the top of the poles and cylinderical for the sides. Diffuse Mix Map uses Gradient with noise to blend the top and sides of the poles.
Used the same map for Bump slot. The material of the walkway elements has Mask
map in Diffuse slot to define the worn out or dirty parts of the walkway. Mask map is again a Gradient with Fractal noise. Speckle map is used in Bump slot. Not all the poles and walkway uses the same materials but slightly modified versions of the same material, saying modifying the Gradient placement or Gradient amount.



 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.