Michelle D
Captain
I enjoy walking the corridors as much as I do piloting spacecraft so I decided to do some interior modeling. I did a quick search and found that someone else did in fact make a barracks model.
http://www.crius.net/zone/showthread.php?threadid=17594
It's very nice, and further inspired me to work on my model.
I used camera mapping to help kick-start the modeling.
First I found, then centered the texture on it's vanishing point using Photoshop.
Next I set up the camera and a cube. I used a cube with it's front face and two sides removed. I applied the camera UV projection to the cube and then moved the cube along the Z axis and adjusted the camera settings till the projected texture height of the wall at the back of the room and the angle of the floor and ceiling lined up with the cubes geometry. I then extruded the edges of the cube to fill the screen from left to right and front to back.
Here are the camera specs if anyone is interested.
Translation
0 Y Axis
0 X Axis
0 Z Axis
Rotation
0* Y Axis
0* X Axis
0* Z Axis
Field of View Angle Horizontal 32
Focal Length (mm) 8.3698
Film Aperture (in) x 0.189 y 0.189
Pict. Ratio 1
Pixel Ration 1
Here are a few images of the progress so far.
Camera Projection + some shading from the Ambient Occlusion + illumination from HDR image applied to the two geometry planes in place of lights.
A bit too dark but that's to be expected when you add shading over a texture with shading on it already.
Just Ambient Occlusion
HDR Lighting
Image Projected Over Geometry, no shading
http://www.crius.net/zone/showthread.php?threadid=17594
It's very nice, and further inspired me to work on my model.
I used camera mapping to help kick-start the modeling.
First I found, then centered the texture on it's vanishing point using Photoshop.
Next I set up the camera and a cube. I used a cube with it's front face and two sides removed. I applied the camera UV projection to the cube and then moved the cube along the Z axis and adjusted the camera settings till the projected texture height of the wall at the back of the room and the angle of the floor and ceiling lined up with the cubes geometry. I then extruded the edges of the cube to fill the screen from left to right and front to back.
Here are the camera specs if anyone is interested.
Translation
0 Y Axis
0 X Axis
0 Z Axis
Rotation
0* Y Axis
0* X Axis
0* Z Axis
Field of View Angle Horizontal 32
Focal Length (mm) 8.3698
Film Aperture (in) x 0.189 y 0.189
Pict. Ratio 1
Pixel Ration 1
Here are a few images of the progress so far.
Camera Projection + some shading from the Ambient Occlusion + illumination from HDR image applied to the two geometry planes in place of lights.
A bit too dark but that's to be expected when you add shading over a texture with shading on it already.
Just Ambient Occlusion
HDR Lighting
Image Projected Over Geometry, no shading