Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 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
 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
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 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
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Added on: Sun May 09 1999
Page: 1 

Now that all the main shapes where there, I considered how to balance the light and inevitable fog that was going to be all throughout the cityscape.
The first thing that came to mind was making some sort of volumetric skylight pattern, so the air chase could fly through the volumetric light beams with shadows and all.
For the most dramatic effect, I put in a series of mirrors that fit into the dome and reflected the sunlight from above, so they could be facing at different angles all throughout the city. Since it would be too processor-intensive to try and raytrace all those mirrors and volumetric lights, I simply linked a direct light that matched each mirror's shape to get the same effect.
Cylindrical fog gizmos were added in the center of the city to create the blue and brown fogs as well.

I was up to 200k polys before I knew it, and with all the lights and volumetrics, optimal
performance meant cutting off the addition of more polys and lights. In order to combat
this, I had to rely on custom lighting texture maps to cover the rest of the details.
I created all the maps in Photoshop, layering the details in a fractal pattern almost so that everything would look interesting from both far away and nearby as well.
The city-floor map was the most intensive, a 5000x5000 map with textured grass, textured lighting, and textured water with bump and textured specular maps, slapped onto the relatively simple extruded shape underneath the buildings.

Everything managed to work together, fit, and have some eyecandy value, while at the same
time being completely functional. There was no unnecessary geometry added, everything had to have a set purpose.
The mirrors are pivoted and set up to cover a wide array of possible light angles, including an industrial purpose with the city's dome I hope to demonstrate in a later animation. When the contest due date crept up, the city was finished for the most part, the additional details that need to be done will only add to any animation I do at a later time.

The final image in wireframe and fully rendered is shown below.

1997-2022 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.