EMAIL: undead1@infi.net NAME: Andrew W Cherry TOPIC: Games COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. COUNTRY: USA RENDERER USED: POV v3.02 TOOLS USED: 3DWin - a little 3D to 3D Format Converter Version 2.0 by Thomas Baier Januar 1997 Compuserve: 100527,3011 Internet : thbaier@ibm.net WWW: http://ourworld.compuserve.com/homepages/thbaier Copyright by Thomas Baier Breeze Designer - Modeling & Animation Written by Neville Richards (c) 1992-1996 Neville Richards All Rights Reserved Version 2.0 Release 5 Paint Shop Pro v5.00 (c) 1991-1998 Jasc Software, Inc. All Rights Reserve. Portions (c) 1991-1996 Access Softtek. Licensed under U.S. Patent No. 4,558,302 and foreign counterparts. Texture Magic v0.95 (c) 1996 Scott H. Pultz Poser2 HARDWARE USED: Processors 1 Processor Type 586 MMX Support Yes Total Physical Memory 64MB Graphics Card Information: Bits Per Pixel 32 Number of Colors 16777216 Palette Size Non-Paletted Resolution 1024 x 768 Operating System Information: Operating System Windows 95/98 Version 4.0 Additional Info B CREATION TIME: 24 Hours to render the main part, weeks of coding. ANIMATION DESCRIPTION: It's a guy breaking the balls in an eight-ball game. He hits the cue ball a little hard, though. DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: I was in a pool hall one night, thinking (as usual) about raytracing. I then realized that, not only was it my shot, but that I could do a billiards game as part of the IRTC. Well then I figured that plenty of people would be doing pool shots, so I wanted to come up with something a little different. I then recalled a painting (I wish I could remember the artist's name) entitled "Fast Break" which was simply a cue ball with a cuestick that had been run through it. It was a pretty neat little picture, and I got the idea that I wanted to raytrace it. I made an animation in Poser2 to see how the player would work out, and I liked the result, so I exported it to 3DS. I converted the 3DS into an INC file and textured it. I then started working on the balls, and finally decided to make them with image-maps. The file that I used to make them is very pretty simple and is also pretty repetitive. The next thing to get done was the table. I got the texture that I wanted and then made up the table. The origin <0,0,0> is the center of the table, right on top of the felt, and the scale for the scene is <1,0,0>=1 inch. I then started working on the room itself, modelling it to look slighty like my favorite pool hall. I had a lot of ideas that I just ran out of time for -- in fact, this was supposed to be a test render, but oh well - it's better to submit a test animation than no animation!