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murm9000
01-06-2003, 11:57 PM
Hi

This is my first post on cgTalk. I've been browsing the forums for quite some time now. I'm a professional Level Designer and I've been feeling the motivation to move into pure 3D (Max instead of proprietary software). I'm interested mostly in high-poly cinematics. I intend to put together a short so I began working on some of the props I'll be using.

Here is some background:

The Liahona was a gift from God to a group of travelling individuals called the Nephites. It is ball shaped, very finely crafted, made of fine brass, and has two spindles within it. One of the spindles points in the direction the Nephites should travel. The tricky part is that the compass is "powered", if you will, on the Nephites faith. If they start to lose faith, the compass stops working. It also has the ability to communicate messages to the Nephites in the way of engravings around it's circumference.

With that in mind, this is what I have come up with so far.

http://members.shaw.ca/jblumel/3d(wip)/liahona06-03cross.jpg

http://members.shaw.ca/jblumel/3d(wip)/liahona06-04grass.jpg

Being new at using MAX, high-poly modeling and rendering, I have come up with a number of questions. I was hoping some of the more experienced modelers would be able to shed some light on the subject.

1) Materials: I plan to have engravings and decoration all over the compass. What is the best way to do this? Textures? Bump-maps? Does anyone have any resources they could share with me?

2) Rendering: I've browsed these forums quite a bit and I've seen some VERY good rendering. I don't expect to be able to do what others have done overnight. But currently, I'm clueless to even where to start. Tips? Anyone? The quality I am eventually aiming for is something close to cinematics: Final Fantasy, or Blizzard Entertainment's short movies. I've been really impressed with the Brazil Renders I've seen and the Global Illumination.

Go ahead and be rough, but not rude on any criticism. I'm new, but I can take it. Thanks in advance.

murm9000
01-07-2003, 03:13 AM
Come on, one of the 52 views had to have some feedback.

nervous_twitch
01-07-2003, 03:38 AM
It's looking fine. Personally, I believe the best way to do the engravings on the ball would be bump mapping. This is achieved using UV mapping and grayscale paintings. There are a lot of UV mapping tutorials in the General Texturing forum on this here CGTalk.

Also, with your modeling, you should be beveling those sharp edges. Things in real life aren't that sharp, so beveling them furthur reinforces the illusion of mass.

As for global illumination, this can be done through the new Max 5's GI, Brazil (http://www.splutterfish.com) (which has a free alpha version for experimentation), or many other renderers (finalrender etc). Each has it's own way of doing it, so read the documentation that comes with the renderer.

Also, I really enjoyed seeing your interpretation of the mysterious ball. I like your ideas about the changing engravings on the sides of the ball. I always imagined it with like an indented place on the side that was like bulletin board or something. (never really thought about it much) :p

murm9000
01-08-2003, 12:48 AM
Just an update and another question. I've been working on the model some more and have removed all the razor sharp edges it had before that Scott pointed out. Now I have a couple new artifacts. I'm pretty sure of WHY I'm getting the artifacts, but I have no idea how to fix them.

The whole ball:
http://members.shaw.ca/jblumel/3d(wip)/liahona07.jpg

A close up of the artifacts:
http://members.shaw.ca/jblumel/3d(wip)/liahona07-artifact.jpg

The first artifact I can't really explain ... it pretty obvious by looking at. But in the second it looks like the corners are being pulled ... would a wireframe help?

Any suggestions? This is smoothed at 4 iterations by the way.

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