3D Modeling and Rendering


Modeling

These are some Lightwave 3D objects I have created for various reasons over the years. There is nothing really elaborate here, but you are welcome to use any of the objects you download from this site. Woodworking is one of the things I enjoy doing when I get tired of sitting in front of a computer, so many of these objects are Lightwave 3D approximations of woodworking projects I have completed.

Click on any of the thumbnail images for a larger version of the image, or download the object and/or scene by clicking on the link to the appropriate .zip file.


coyotes.zip

This object is called a "berry basket" and this one has a distinctive southwestern design. I am mainly proud of the wood texture on this object, as it uses strictly procedural textures built-in to Lightwave, no image maps are used. The key to achieving realistic looking wood when the camera is in close, is the secondary grain which is achieved by using other procedural textures besides "Wood". The scene file in this archive animates the basket from its initial flat state to the 3D standing position shown here. The object is not a true replica of the real thing, since the simplifications that were made to the basket portion of the object would cause it to fall apart in the real world. Can you tell what the problem is (and how the real object would have to be made)?


dulcimer.zip

This 3-string Mountain Dulcimer uses wood textures that have multi-colored primary grain (the secondary grain is still present as well). The head, tail, and fretboard are made to simulate African Mahogany which has 3 major colors in its primary grain pattern. The top, sides, and bottom of the dulcimer simulate Cherry, and uses 2 colors in its less distinctive grain pattern. The version of this model that I am giving away does not have bookmatched grain patterns on the top and bottom, that is left as an exercise for the Lightwave user that wants a better replica of a master crafted dulcimer. The bridge and nut of the dulcimer are made to simulate East Indian Ebony, and are the simplest of the wood textures in this object.


birdfeeder.zip

A Polynesian style birdfeeder made from California Redwood. Luckily in my 3D world, wood doesn't fade in the sun and birds don't poop, because the actual birdfeeder doesn't look like this anymore after being outside for over 6 years :-). It would take some pretty nasty texturing, bump mapping, and even displacement mapping to make this 3D model look like the real object!


oar.zip

Another object with detailed wood textures. The real oars are made from White Ash and Black Cherry woods.


pirogue.zip

A flat-bottom canoe I built for fishing the small lakes in southern Arizona and the White Mountains. The bare wood (the seats, breastplates and gunwhales) in this model are not as detailed, since they are missing the secondary grain features found in the models above. The seats and breastplates are made from Tanguile and the gunwhales from White Lauan, both species very common to the Phillipine Islands.


brain-h.zip (35,500 polygons, 380K zip file)
brain-m.zip (17,700 polygons, 190K zip file)
brain-l.zip (8,800 polygons, 94K zip file)

NOTE: No need to download all 3 files if you own Lightwave and have the qemLOSS plugin. Just load brain-h into modeler, run qemLOSS and choose your own reduction amount (I used 50% and 75% to get brain-m and brain-l). Experimenting with the other qemLOSS parameters may provide even better reductions.

This object was not modeled with Lightwave, it was reconstructed from a 256x256x128 resolution CT scan dataset using the IBM Data Explorer scientific visualization package. The data was filtered and segmented prior to the isosurface reconstruction. The resulting mesh was decimated to reduce the number of points and polygons, so it could be imported and manipulated using Lightwave 3D. Although this model still has some flaws (there are much better brain models available commercially), a request for a brain model comes up every 6 months on the Lightwave Mailing List. So here are 3 resolutions of this model to provide a starting point, some nice texturing would probably make it look much better (looks to me like this would be a great model for the new LW5.6 Rust shader, lots of nooks and crannies!?!).

NOTE: If you find a great way to texture this model, and would like to share it, please send me some e-mail and I'll make your texture/surface files available here as well. Maybe we need a "Texture the Brain" contest :-).


mesquitetree.zip

This Lightwave object is an attempt to model the large Honey Mesquite tree in the front corner of our yard. I used the techniques presented in Dave Jerrard's "Trees - It´s A Breeze" tutorial that originally appeared in the April/May 1998 issue of NewTekniques magazine. The trunk and branches of this object contain 8,966 polygons and the leaves use 9,427 polygons and the clipmapping technique described in Dave's tutorial. I am making this available in the hopes that others that use the tutorial will also make their trees available for download. I'd love to see how others use and customize Dave's techniques to create their own unique trees.


barrel_cactus.zip

This Lightwave barrel cactus object and scene requires the Worley Laboratories' Sasquatch plugin to generate the cactus spines. Since the Sasquatch displacement plugin's parameters are stored in the Lightwave scene file, it will be necessary to do a Load From Scene to add this object to your own scenes. This object contains 3 layers of Sasquatch: one for the light gray radial spines, a layer for the hooked central spines, and a 3rd layer (really only necessary for close-ups) for fuzzy areoles beneath the spines. You can find a rendered image below, that uses two similar cacti, as well as the mesquite tree available above.


I will try to add more objects to this page as I organize the objects I have archived in various places on several different computers.


Rendering


Click on any of the thumbnail pictures below for a larger version of the image, or to go to the appropriate web page.



This image was created with Lightwave 3D for the November 96 Lightwave Mailing List Contest. The theme for the contest was "The Cliche'" and entrants were encouraged to use chrome spheres, checkerboards, marble textures, and anything else to bring back memories of the early days of 3D computer rendering. It won second place in the contest, and the description is included below.

The Reflector

Amiguy retired from 3D cybersports in 1989. But on a recent visit to his favorite park, he was caught reflecting on past accomplishments during his morning tea time. There is plenty of chrome, wood, marble, brick and checkerboard patterns at the park, and Amiguy brought his teapot and a torus or two (or three) to help him feel right at home. Old time Amiga users might recognize memories of BoingThrows (1987), Gymnast (1987), Doctor_A (1988), and WaveSailing (1989). Amiguy and his memories were originally created with Sculpt3D, the rest of the objects are all pretty simple and were created with Lightwave specifically for this flashback to the '80s.



This Lightwave image was designed as the logo for the flat-bottom canoe I built. I wanted to name the canoe and create a very simple design with just a few objects to emphasize the sparse desert terrain. The border area was the same color as the canoe, so when the decal was appied to the side, it would appear as if the image was recessed below the surface of the canoe. Not a very sophisticated rendering, but one that serves its purpose well.




This virtual view of the Santa Catalina mountains was created with Questar Production's World Construction Set. The Santa Catalina mountains rise from floor of the Sonoran Desert just north of Tucson, Arizona. This digital landscape originated from 7.5-Minute elevation data available for download from the US GeoData web page. The photos of plants from the Sonoran Desert are placed on the digital landscape using the "Rules of Nature" capabilities of World Construction Set. WCS terraforming was also used to "sculpt" Finger Rock out of the top of the mountain, since the digital data did not contain enough resolution to resolve the well-known landmark.



Here is another attempt at modeling and rendering a desert scene with Lightwave. The Sasquatch plugin from Worley Labs allowed me to render the grass, weeds, and cactus spines seen in this image in a reasonable amount of time and using a fairly small amount of memory. I can't express how pleased I am about the foreground details provided to this image by the Sasquatch plugin. This scene uses only 2 image maps for placement and density control of the grass and weeds on the landscape, otherwise the displacement of the landscape and all the texturing is procedurally generated.



Another Lightwave rendering created for researchers at the University of Arizona's Planetary Image Research Lab. This is a single frame from a computer simulated flyover of a cluster of volcanic channels on Venus. It was created from synthetic aperture radar images and topography data collected by the Magellan probe. The animation shows the placement of channels in relation to structures in the surrounding terrain.





Plugins

I have written several modeling and animation plugins for Lightwave 3D. All of the plugins are freely distributable. Many of the plugins are only available for the SGI, but several have been ported to other platforms as well. You can find Shades, CTBFtoy, DEMScape, Decimate, InventorSave, InventorView, LOD, qemLOSS2, SGI_AVI, SGI_Cosmo, SGI_Movie, and SGI_Quicktime plugins by following this link.