TITLE: Taking out the Trash NAME: Jason Knight COUNTRY: United States EMAIL: jsgknight@yahoo.com WEBPAGE: http://www.renderosity.com/homepage.php?Who=jsgknight TOPIC: From Rubbage Bin to Junkyard COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: 1wagon.jpg ZIPFILE: 1wagon.zip RENDERER USED: Cinema 4D TOOLS USED: Cinema 4D, PhotoPaint for textures. RENDER TIME: 15 min HARDWARE USED: Anything and everything I could hook to my computer to make it run faster. IMAGE DESCRIPTION: After digging their way out and squeezing through the small tunnel, the gang is escaping from jail aboard a wagon that is over filled with junk. I have included a full sized, uncompressed version in the zip file. I have also posted a full sized version on my webpage at the link above. Unfortunately, jpg compression always kills the subtle details, so please take a look at the full image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The wagon frame, bin, 2x4_s, and base are deformed cubes. The wheels are deformed cylinders. The straps and ropes are all sweep nurbs objects. The quilt and green tarp are both plane objects that were deformed using a cloth tag. The fence is a combination of cylinders and sweep nurbs objects applied to helix splines. The dirt pile is a landscape object with deformed cubes for the rubble. The hole in the ground is just a plane object with a hole texture applied to it, not actually a hole at all. The toilet, chair, chest, pipe, tire, lantern, pan, bear, bucket, ladder, and shovel are all free objects from the internet that I had in my archive. The characters are originally from Turbosquid, with a major overhaul in Cinema 4D. The zebra was originally from a tutorial by Pupi. The texture on the green tarp was modified using a custom displacement map. The stray hairs on the characters are made using the Hair Department plugin and a custom alpha map and bump map on a slightly enlarged copy of the hair objects. The barbs on the barbed wire are tediously placed cubes. The fence fading into the background is done by adding an alpha map to the entire fence object that fades from left to right. The nail in the wheel is a lathe nurbs object. The lighting is created using four omni lights. The white background is a sky object with a pure white texture. The ground is a floor object with a compositing tag for shadows and a pure white texture. I have included a sample in the zip file; it is in Cinema 4D R9 format. The textures, displacement maps, hair objects, barbs, and all but two chain links have all been removed from the sample file because the file was way to big to submit. As always, thanks for looking and good luck to all the contestants.