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Scene modeling is probably what I've had the least experience with, but all my attempts so far have been rewarding. The concepts behind it are what interest me the most, and I've gone so far as to utilize what I know in my interactive programming. Some development screenshots are shown for you geeky types that like that kind of thing.

First serious outing with any 3d application. The task was to create a virtual model of a real object and to get a feel for modeling in general. I was surprised at how this turned out, and very pleased with the lighting. Global illumination (radiosity) was not used, but the shadow mapping does give that appearance. Built and rendered in 3d Studio Max.

This second outing was flexible; make anything you want. I set out to create a huge, almost museum-like building, and pushed the workstation to the limit. Many, many polygons doing spline's jobs. This was later turned into an animation, so the only still images that exist are test renders made during construction. Built and rendered in 3d Studio Max.

A realtime 3d model made for a class of the same name. Required to be under 1k polygons, and suitable for human interaction in a realtime environment. This system was run by a custom engine, and used the OpenFlight file format which made exporting to anything else rather difficult due to its lack of support in most applications. In the end WRL format was used to get it here, but unfortunately the texture coordinates didn't carry over. Built in MultiGen Creator, shown rendered with Brazil in Studio Max, and in Cinema 4d with standard raytracing.

The Digital Media Assembly course required the student to draw from what they learned in all prior courses to create an interactive CD oriented presentation in Director (Shockwave). My project was a sprite-based 3d model viewer capable of displaying vector data from various object files. This has since been improved upon and can now render out high-res images. Shown is the above mentioned plane, and a model of the sgi logo I came across (credit where due). These both show accurate scan conversion and depth sorting.