TITLE: Fear NAME: Alan Wong COUNTRY: United States of America EMAIL: alan.2.wong@uconn.edu TOPIC: Fantasy and Mystic COPYRIGHT: I Submit To The Standard Raytracing Competition Copyright. JPGFILE: awxxfear.jpg RENDERER USED: 3D Studio Max R3.0 TOOLS USED: Adobe Photoshop 6.0 Adobe ImageReady 3.0 RENDER TIME: 0 Hours 46 Minutes 36 Seconds Scene Statistics: 179219 Vertices 343754 Faces 1183 Objects HARDWARE USED: Athlon Thunderbird 1.2ghz 896MB Physical RAM 1012MB Virtual Memory Logitech MouseMan+ Wheel 3M Precise Mousing Surface ------------------------------------------------------------------------- Image Idea: The idea again was semi spontaneous. The first thing that came into my mind was Dungeons and Dragons when I though about Fantasy and Mystic as a topic. Obviously, dragons came first as an idea, but its been done... so then I thought about other feared D&D monsters, and none other than the Beholder came up. The cathedral was actually done before I found out about the topic, but it fit perfectly. ------------------------------------------------------------------------- IMAGE DESCRIPTION: Alone in a mysterious cathedral in a medieval world, you are suddenly attacked by the dreaded Beholder... What do you do now? Roll for initiative. ------------------------------------------------------------------------- DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Just as a note, all textures in this scene are procedural materials that I have made in 3dsmax. No bitmaps were used. Also, all objects in the scene are made by me. No premade objects were used. And finally I did not use anyone elses work. Ok then... here we go: The cathedral was made first, and it was just simple primitive modeling with edit mesh. I found some reference pictures on the internet and based my design on them. The design itself (along with almost anything I make) was semi spontaneous. The making of was simple. Take basic primitives and build the structure. I made sure all edges were beveled and that there was enough detail in the structure to fake reality. The textures were made by nesting many noises, and using cellular to break up the noises (which are very regular). My method of making procedural textures is basically: tone, large detail, fine detail, dirt. Meaning, for the bricks of the cathedral, i started with a simple noise for the tone of the bricks. I then added in some more detail on top, such as the cracks and brick bump. And finally put on top some dirt. The beholder was made next, using box modeling with editmesh and meshsmooth. Nothing much here to say. I just used my D&D Edition 3 book as reference for the Beholder, and modeled it. The box modeling method is similar to working with clay (as opposed to splines which is similar to wire). The texture was done in the same fashion as the bricks, laying in a tone, then more detail. The tone this time though, was not just a simple color, but organic detail. So a multi nested cellular was used as bump and diffuse. Add in some mix maps and noise to add more irregularity, put in an overall color on top of everything, and that was that. All in all, the cathedral took about a week, and the Beholder took less than 3 days (and was my first attempt at box modeling). Props to the cool guys at http://www.maxforums.com for all their help. My username there is 'yeoua' for those who want to know. And that is the story of this little picture. ------------------------------------------------------------------------- Past Entries: 2001 January-February (Worship) AWxxWtC.jpg AWxxWtC.txt "Worship the Can" May-June (Insects and Spiders) AWxxImag.jpg AWxxImag.txt "Imagine" July-August (Fantasy and Mystic) AWxxFear.jpg AWxxFear.txt "Fear" ------------------------------------------------------------------------- Credits: Alan Wong -------------------------------------------------------------------------