Project: Door to Hell
This model is my rendition of an Archaic Door to Hell, and was my pinnacle of modeling strength within Lightwave 10.
This project was done for a friend to be used in a Halloween scare house. It was to be projected on a smoke screen wall to give the illusion of 3D. Guests of the scare house would then have the ability to walk through the illusory door.
The brightly-lit image below was the original completed model, and the other the final model. Alterations were made in order to fit the projected image onto the smoke screen. The model was animated to have the lock on the door slide and spin, and the door would then open to reveal the horrors behind. The lamp light would pulse slowly as the gems creating it turned and floated in place.
No reference materials were used, an instead used Lightwave's procedural textures to create the stone and metals.
This project was done for a friend to be used in a Halloween scare house. It was to be projected on a smoke screen wall to give the illusion of 3D. Guests of the scare house would then have the ability to walk through the illusory door.
The brightly-lit image below was the original completed model, and the other the final model. Alterations were made in order to fit the projected image onto the smoke screen. The model was animated to have the lock on the door slide and spin, and the door would then open to reveal the horrors behind. The lamp light would pulse slowly as the gems creating it turned and floated in place.
No reference materials were used, an instead used Lightwave's procedural textures to create the stone and metals.
Assignment: The Device
This model is my Archaic Device, hidden beneath an old Stonehenge-style structure. It was the midterm project for my second semester of Lightwave, meant to display knowledge of the particle systems and other upper level rendering effects. In here is volumetric fog, fire, and rain particles, as well as cloth mechanics and wind physics.
The Original scene was a video clip that showed a stone hinge during a thunderstorm. The camera panned around the scene through the rain, thunder flashed and reflected on the wet stone. When Lightning struck a branch of the center tree, it fell into the small circle of stones in the center and caught ablaze. The fire then turned an eerie blue and the stone came alive. Slabs moved and a pillar rose in the air, then focusing arms extended as a beam of light shot up from the exhausted flames.
This scene was a blast to make, and I am pleased how it turned out. I loved the idea to have this archaic beacon activating upon the whims of chance, leaving man to discover its mysteries. References for this for the concept involved only a knowledge of the Stonehenge site. All models were made from scratch without image references. The finished video fell plague to the same error as the below project, only being discovered as the cause of the error after this project was finished.
The Original scene was a video clip that showed a stone hinge during a thunderstorm. The camera panned around the scene through the rain, thunder flashed and reflected on the wet stone. When Lightning struck a branch of the center tree, it fell into the small circle of stones in the center and caught ablaze. The fire then turned an eerie blue and the stone came alive. Slabs moved and a pillar rose in the air, then focusing arms extended as a beam of light shot up from the exhausted flames.
This scene was a blast to make, and I am pleased how it turned out. I loved the idea to have this archaic beacon activating upon the whims of chance, leaving man to discover its mysteries. References for this for the concept involved only a knowledge of the Stonehenge site. All models were made from scratch without image references. The finished video fell plague to the same error as the below project, only being discovered as the cause of the error after this project was finished.
Assignment: Medieval Inn
This model is a Medieval Inn, lightly influenced from the Bethesda game The Elder Scrolls: Oblivion.
The inn was the final project for my first semester class in Lightwave, and is still one of my favorite pieces. The models all use free-use seamless textures, and have full bump mapping in the final product. The scenes all use the default tools available in Lightwave. This project took about 7 weeks of work throughout the class. The project was to depict a restaurant of our own design. I chose what I did due to my fascination with the Elder Scrolls game at the time.
References used for this involved a variety of medieval furniture and architecture alongside exploration and study of the Elder Scrolls assets
in-game.The structure was built as one piece instead of modularly due to the odd shapes required. It has the basic furniture expected for an Inn, though in places like the kitchen it is lacking detail. Focus was spent making the dining area detailed as well as the rooms upstairs. Lighting was then added in throughout, but do to rendering time could not use a light that made for good diffused shadows.
Cameras were set up to tour the view through the structure, navigating through all of the rooms to display the layout and furnishings. Unfortunately, due to a misunderstanding over the program, the "step" controls for each segment of the rendering was increased throughout, ruining the rendered video. The scene and all models have also since been lost due to a formatting error that erased the files.
The inn was the final project for my first semester class in Lightwave, and is still one of my favorite pieces. The models all use free-use seamless textures, and have full bump mapping in the final product. The scenes all use the default tools available in Lightwave. This project took about 7 weeks of work throughout the class. The project was to depict a restaurant of our own design. I chose what I did due to my fascination with the Elder Scrolls game at the time.
References used for this involved a variety of medieval furniture and architecture alongside exploration and study of the Elder Scrolls assets
in-game.The structure was built as one piece instead of modularly due to the odd shapes required. It has the basic furniture expected for an Inn, though in places like the kitchen it is lacking detail. Focus was spent making the dining area detailed as well as the rooms upstairs. Lighting was then added in throughout, but do to rendering time could not use a light that made for good diffused shadows.
Cameras were set up to tour the view through the structure, navigating through all of the rooms to display the layout and furnishings. Unfortunately, due to a misunderstanding over the program, the "step" controls for each segment of the rendering was increased throughout, ruining the rendered video. The scene and all models have also since been lost due to a formatting error that erased the files.