Primitives Blog Post

This is my first submission for CAGD 230 - Digital Modeling. (Images below the text) I chose to do a castle courtyard scene. Following is a list of what I have included, along with observations I have made along the way.

After creating the grass, I started the scene with four walls, with drum towers located at the corners. I originally choose a dark gray for the stone, but in the future, I will not go so dark, as it causes the shadows to get lost. I changed the wall color and lighting for the second image to show all of the details.

The walls are simply scaled cubes.

The drum towers are made up of a cylinder topped with a torus, of which only the top half is visible.

Next, I created the main castle building and two "wings" with cubes. I topped the main hall with a pyramid shape. I had to turn the pyramid 45 degrees and play with the pivot point in order to stretch the roof to meet the building below it.

The turrets are cylinders topped by cones.

The next object created was the door. I created a cylinder, rotated it 90 degrees over the X axis, and bisected it with a cube to form the arched door. I receded the door into the building, but left it protruding just enough to show with some depth. I copied that, scaled it up slightly, and changed the color to create the door frame, and turned a plane 90 degrees over the X axis to create seam in the door.

I copied the door arch to create the windows, and changed the color to black.

I created the walkway leading up to the door by scaling a plane and placing it slightly higher than the grass.

Then I created the portcullis. I copied a window, and scaled it so it would go completely through the wall, protruding out both sides slightly.

After that was in place, I noticed that the scene was too symmetrical, almost robotic. I added trees in random locations and rotations, and I made them using round shapes, as most of my scene consisted of cubes at that point.

Next came lighting and the background. I learned quickly that saving the JPEG from the render causes the JPEG to come out much darker than the rendered image. I spent a good bit of time tinkering with the lighting and finally came up with the first image, which shows the greens and light browns, but loses the blacks and dark browns. The second image shows off the blacks and dark browns, but loses the light browns.

I choose to create the scene as I did because I like symmetry in architecture. Symmetry allows for quick math when placing objects. I added trees in asymmetrical locations and rotated them to break up the symmetry, in order to give it some realism.

I chose the camera angle which I thought would best portray the turrets' conical roofs, while still showing all of the trees. I didn't want any of the objects to get "lost" behind the others.

My biggest problem was the lighting and background. I can't wait to learn more about how to properly manipulate the lighting to bring out the best image.

UPDATE:

I figured out what I was doing wrong thanks to the instructor (Thanks, Jen!). The third image is lighted correctly, with the sky background.



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