TITLE: Emoticons NAME: Reinhard Pieper COUNTRY: Germany EMAIL: reinhard.pieper@web.de TOPIC: Opposites COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: theatre.jpg ZIPFILE: theatre.zip RENDERER USED: Blender 2.40 Alpha 1 TOOLS USED: SSS Script RENDER TIME: 37 sec HARDWARE USED: AMD Athlon 64 3200+ 2GHz, 1 GB RAM, (uncalibrated) LCD Monitor IMAGE DESCRIPTION: The Theatre is a place where the whole spectrum of emotions is shown. "Happy" and "sad" are just two opposite examples. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Concept: First thing that came to my mind was "Jeckyl & Hide". But I soon realised that I would not dare to try photorealistic human faces. But faces seemed very tempting, so I went for masks. I did some sketches to develop the shapes and facial extressions. After checking some compositions ("Two-Face", "Yin-Yang", ...) I finally chose to do the "classical theatrical masks" theme. Modeling: The challenge for this one was (face-) modeling. Following some very helpful tutorials I started out with the "Sad" mask. The basic procedure was starting with a circle for the eyes, a cube for the nose and half a circle for the mouth and extensively using extrude, and loop-cut to build and refine the individual facial features. Fortunately "Blender 2.40 Alpha 1" was released in the meantime with its wonderful modifier stack! Using a modifier stack with mirror and subsurf allowed efficient symmetrical modeling. Once satisfied with the separate components it was fairly easy to connect them with extruded faces. Temporarily using bezier curves as guides helped aligning the vertices to achieve the desired curvature of the outer shape. Because of the very different mask shapes it was easier (and something of a training lesson) to model a second mask from scratch compared to reusing and modifying the first one. Texturing: Initially I had some intricate weathered, crackled texture in mind. I already had collected some interesting reference material. But I could not find a satisfying procedural "crackle-texture", and I ran out of time for designing a sophisticated UV texture. So I decided to go for some experimental texture work. I played around with the subsurface scattering script of the "Make Human Project". Combined with a toon shader I liked the result resembling a translucent smooth glass-ceramics material. Lighting: From very early on I decided to use Layer lights to have lighting control over each mask individually. The "Sad" mask beeing lit from the left, the "Happy" one from the right.