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Pierre Roux
Gamasutra
July 2, 1999
Vol. 3: Issue 26

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Cave

Cave  

I made this setting four years ago; it was one of my first fmv settings. For this setting, I worked in 3D Studio 4, and the textures were for the most part textures from 3D Studio 4 with a little work on them. If I remember, I used PhotoShop 3.0 as well. My inspiration for this setting was the movie Goonies and EuroDisney, specifically, the Caribbean pirates. I wanted to depict a lost treasure protected by the Pirate’s captain. For the interior of the cave, I used a shape that I drew from the lofter, then after exporting it I worked on moving vertices and faces to add some chaos. For the stalactites and stalagmites, I used the same shape techniques, with a scale on the loft. I didn’t use smooth or blend, and as you can see it would have been better to Boolean the stalactites to the ground and ceiling than to smooth the base and top to remove the added objects. For the texture, it was only a cylindrical mapping applied on the wall, and planar on both ground and ceiling. I wanted to give a nice atmosphere with the lighting effects, so I didn’t work a lot on the textures. For the skeleton, that was one we used before on the project. For the dust cone, at the time, I was really proud of myself in finding this. It was only a cylindrical object with an opacity map on it, some noise too, but it was better than nothing (now we can use the amazing volumic lights in 3D Studio MAX). I didn’t use a lot of spot lighting in this setting, almost only omni lights. When I look now at this setting, I think I should have used more of the map’s shininess to give a wet effect, and I should have deformed the ground a lot more. It’s too planar, I think.

 


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