TITLE: The Acolyte's Invitation NAME: Barrett L. Bowen COUNTRY: USA EMAIL: batronyx@cadronhsa.com WEBPAGE: http://www.batronyx.com (Just a GeoCities alias, nothing much here) TOPIC: Worship COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: aclytblb.jpg RENDERER USED: Imagine for Windows v1.0 TOOLS USED: sPatch, PaintShopPro v7.0, FL.exe (by Patrick Sauvageau) RENDER TIME: 10 mins for the scanline rendered entry. The intended raytrace entry is still at it after 18hrs and only 30% complete (sigh) HARDWARE USED: Intel Celeron 450 w/64Mb RAM IMAGE DESCRIPTION: Alongside the straight and narrow path are many temptations appearing to offer pleasure, power, or a restful easy way of life, but they all lead to the same place. It's hot down there. The evil of their ways is easy to spot if we but choose to see past the apparent beauty. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The woman's body is about the fifth iteration of an attempt to model a realistic woman, a process started long ago and only finished for this round. The head was modelled in sPatch by following Anton Maktovich's tutorial and imported and attached to the body in Imagine. The hands and feet were "borrowed" from a model found on 3DCafe ( It is apparently a Poser 3 model but the torso is expanded so large as to be totally useless as is.) Specifically, for this round the the horns were extruded along a spline path, and the horn ridges, where they come out of the head were extruded and smoothed out, as was the collar bone. Then subgroups were defined on the geometry for texturing and boning. This was my first real attempt boning and posing a model and was much more difficult than I expected. The eyes were modelled following a tutorial by Bill Fleming found on 3DCafe. Except my eyes use an Imagine procedural texture called Iris rather than an image map as is used in the tutorial. Image maps 'were' used to add color to the lips and some purple tint around the eyelids, and a bumpmap created for the abdomen and ribs. The ribs extend down lower than I wanted, but I didn't have time to fix them. Also the navel is inwardly extruded geometry, and the knees fixed with an outward extrusion. I spent a good month on just these modifications. I spent about 3 days on the robe, not wanting a completely naked woman. But ultimately I settled for a fuzzy diaphanous texture so as not to completely obscure all of the hard work I put into the acolyte. The robe's style was made to look semi-religious with wide hems and the length. It was modelled around the woman after she was posed. First, I took a copy of the woman and started deleting geometry until I had fairly clean edge encompassing the perimeter of the torso and arms. I then extruded the edges down several times and closed the geometry around the sleeves part of the way down. A deform tool was used to shape the robe around the rest of the body and fine tuned around the legs by moving the points one at a time until test renders showed they no longer intersected any of her. Finally the hem & collar were extruded and fine tuned as well. I don't think I've done anything here with Imagine that couldn't be done in sPatch/hamma patch although I'm sure the process would be different. The bones were made from the Bones Font letter 'I'. The geometry was scaled out on the ends, twisted slightly, then the whole thing smoothed. I then placed a few around the scene to add an ominous quality. Also at this time I made 'skull & crossbones' earrings for the woman using a similiar techniques on the Wingdings Font letter 'N'. It's there but you can't really see it. The ground is generated with FL.exe, a fractal land generator for Imagine and textured with Imagine procedural textures. Not as good as a POV heightfield, but workable. The pedastal (representing power) and the walls are just primitives with Imagine procedural textures. The tree and shrubs were modelled in Imagine and use a texturing technique of my own invention that I'm rather proud of. The branches are simple path extrusions but the leaves are created by deforming a polygon sphere to generally fit around the branches. Several triangles from the sphere were then extruded inward towards the center, then about 30-40% of all of them deleted. A particles function was then applied -- one randomly sized & rotated geometric shape ( also randomly selected) per triangle. Finally several procedural textures having transparency were layered on to suggest foliage and smaller branches. I want to try this technique in POV-Ray soon. I think it could be done with the Colefax pcm or explode macros and some turbulent spots and a crackle. There are better techniques for creating realistic close up plants in POV, but it ought to be great for creating space filling background foliage in the mid to far distance, and at a savings in modelling time and possibly memory ( depends on how much geometry you actually define.) I haven't had an entry since the summer round, for career reasons, and I'm tired of investing time, sleepless nights and such hard work, in unfinished images that nobody sees. I wouldn't really consider this image finished either, but it is more complete than most of my others. So I'm excited to actually have an entry this time! I hope you enjoy :)