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January - February 2006 - Intro, basic modeling, textures, and lighting


To give a rough picture of our first scene without giving away too much of the storyline, let me just say it will involve our character's cottage home with an interactive kitchen scene. Not only does it have to look awesome, but it must FUNCTION with the least amount of verticies to prevent hard drive burn-out, but enough verticies to make our objects, characters, and scenes look realistic.

The month of January was spent mostly on reading Blender's gigantonormous manual and completing tons of tutorials, from making a wine glass, to a simple animation using bones which help an object or character move. After learning the basics, February began with creating the outside of our character's cottage. Now that I am more skilled with Blender, as I look at it now, it can really use a makeover. A little eyeshadow over here and a touch of lip gloss there. No, but six months later, it could really use a fix up.

After the complete structure of the cottage was finished, I moved on to our first interactive scene - the kitchen! It consists of an antique stove, a sink, and minimalistic features which would represent a simplistic cottage home for our character. It still needs some little details like a coat rack, wall clock, a lamp, plant and maybe a bottle of dish detergent to make it look more homey. Oh, and the blueberries and onion pictures on the walls are original artworks by me. I might make Patrick program a little easter egg in the game. :)

Realistic textures was the next hurdle to jump. Since our kitchen will have big white-bricked walls, we wanted the individual bricks to appear to be comming out of the wall, not just a flat picture slapped onto a 3D mesh. I found a great free program, kind of like Photoshop called The Gimp. It has a 'bumpmap' feature which makes any picture look 3D. Blender has a bumpmapping feature built in but I found The Gimp's is easier to use, plus I'm not sure if it will carry over to Patrick's programming engine.

Next was lighting. I wanted to have beautiful morning sunlight shine on the counter top, floor, and from behind the camera view to let the audience know there's more to the house than just the kitchen. So far, a total of six lights are used to get the shadows the way I want them and to lighten any dark corners. Right now, it looks pretty darn awesome for a first scene.

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