TITLE: unicorn NAME: Florian Wolper COUNTRY: Germany EMAIL: flori76@yahoo.com WEBPAGE: http://www.florian-wolper.redirect4u.de TOPIC: Fantasy and Mystic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: unicorn.jpg RENDERER USED: 3D Studio TOOLS USED: Adobe Photoshop, Metacreations Poser and Bryce, ShadFur, SimCloth (Freeware) RENDER TIME: 1 hr 43 min HARDWARE USED: Pentium 2-400, 384 MB Ram, about 400 MB virtual Memory IMAGE DESCRIPTION: The Unicorn-mistress. She lives in the Nimbrethil Forest, which is located at the South of East-Beleriand. There are no Unicorns any more, but this one. And it truts the mistress completely. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I found a nice image painted by Tim Hildebrand. I used it as reference. The house and the tower are mainly primitives and some loft objects. The timber bars have been created seperately. This makes texturing much easier. the roof is a pyramide, on which a relax modifier as been applied to. (By the way: the texture has been taken from a broom) Next was to create the stairs in front of the hous. The, conform to the stairs, I created some planes and applied a noise modifier on the. Some tweaking to fit the stairs and the walls. Then I created the planes used to show the tree textures. The backround has been made with Bryce; but it did not fit the scene. So I had to cover the biggest part with trees. Also I used some brushes to cover the mismatching trunks. Then I created a volumen light and placed in front of it a irregular object (you cannot see it in the scene) to get different rays of light (the same as in the forest). Then I applied the ShagFur on the noisy planes to create the grass. The mistress was created in Poser, exported to a *.lwo file, and then imported to 3d Studio. This way I do not loos the textures. The I replaced the bodyparts with some simple primitives to make the cloth calculation faster. When the cloth was readi, I deleted the invisible bodyparts to save polygons. The same applies to the horse, except the deleting and cloth creation part. I used 3 particle systems on the horse to create the sparkling effect. I used a material with effect channel, to which I applied a glow effect in the video post rendering. Both characters were stored in seperated files. (Working in big scenes slows all down). The foreground has been created in a seperated file too. I made a rendering of the scene with the house and used it as backround for the creation of the foreground. This way I could work on a low polygone scene again. The last step was to assemble all the seperated files and do the final rendering. I am really sorry for not giving away the recource file, but it is about 25 Megabytes large and does not include any textures... (Sorry for my poor English)