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Subject: RE: [flasher] RE: how was this 3d map made?
From: Tony Indelicato
Date: Thu, 01 Feb 2001 21:07:53 -0000

http://eclsun.uaeu.ac.ae/geru/3d_cad/iso_skth.htm


>just getting each of those arches the right size and
>orientation compared to its neighbors would take me hours

I think the illustrator might have used isometric graph paper...to help with
the perspective.


-----Original Message-----
From: Helen Triolo [designerati-technica [dot] com (mailto:designerati-technica [dot] com)]
Sent: Thursday, February 01, 2001 3:23 PM
To: flasher from chinwag
Subject: [flasher] RE: how was this 3d map made?


Thanks for all the suggestions on how this map was done. I still like
the look of it, even though it's not technically correct at all (hmm,
yes, exactly how is that gigantic woman in red going to fit in one of
those teeny tiny little cars? :) Vernacular charm wins over cheesiness,
I guess. But only 4 hours illustration? Really? The church is a good
reference point -- just getting each of those arches the right size and
orientation compared to its neighbors would take me hours (that's why I
figured aerial photography must've been used as some kind of tracing
reference at least). The buildings all look amazingly like their real
counterparts, which is what makes the thing look so clever to me. I see
what you mean about the repeating car patterns -- everything that
doesn't have to look like a particular original must've been added after
the fact (and doesn't matter). Anyway, I appreciate everyone's comments
on how this *might* have been done -- very enlightening...

Regards,
Helen
-----------------------------------------------------
i-Technica � http://i-technica.com � 301.424.6037
developer resources: http://i-technica.com/whitestuff


Gahlord Dewald wrote:
>
> > http://i-technica.com/streetmap.html
>
> Looks like it was done with a ruler in black and white and then colorized
in an
> illustration app. I concur that it's pretty cheesy and not very well made.
It's
> a bit cartoony which is what leads me to the pen/pencil solution. The
gradients
> are the only thing that make me think the entire thing (minus typography)
wasn't
> done by hand.
>
> For a map of that quality it would be much faster to make by hand than to
create
> the models of buildings and then place them on the map. Especially since
many of
> these buildings would be unique (like the church in the lower section);
they
> wouldn't be in a basic pack of spare buildings.
>
> Probably used aerial photography for reference. Repeatable elements were
only
> drawn once (people, cars, trees) probably on a different sheet and then
overlaid
> digitally. I say this because the scale is so wacky (compare people vs red
truck
> vs cars in forground vs cars in background).
>
> The cars are a great point to look at: the sequence red, white, blue, pink
is in
> most parking lots only rotated 90 degrees to show the other side of it's
> perspective--not requiring a redraw from another angle. These cars are
also
> rarely altered in size much. But the wacky size distortion is part of a
map like
> this; the distortion is part of its vernacular charm.
>
> A real 3D program would've got the lighting right by default, which is
what
> drives me nuts about it. Notice the gradients on the tops of the
buildings, they
> go all over the place. A 3D artist would specify one light source (maybe a
few
> small ones from "source" lights if they're really good and there's a
budget for
> it) and place it; all the shadows would concur with the single light
source. The
> map posted has a different light source for every building, each with it's
own
> angle/height/luminosity/etc.
>
> 4 hours illustration, 1 hour scan/prep/clean, 3 hours colorizing. Your
> "talented" resource would be the illustrator (apologies to comic book
inkers out
> there). The illustrator will work for much less than your 3-D modeler and
> probably take less time. Plus maintaining your cartoony feel.
>
> hth,
> g
>
> Gahlord Dewald
> *******
>
> e: gahlordatweedsmedia [dot] com
> f: 800.863.9606


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