TITLE: HeroQuest NAME: Chris Bianchi COUNTRY: United States of America EMAIL: chrisbianchi@earthlink.net TOPIC: Toys & Games COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: heroques.jpg RENDERER USED: Corel Bryce 5 TOOLS USED: Corel Bryce 5 Curious Labs Poser 5 Macromedia Fireworks MX 2004 RENDER TIME: 2 minutes 34 seconds HARDWARE USED: Intel Pentium 4 HT IMAGE DESCRIPTION: When I saw the topic for this round, I glanced at my shelf for inspiration. HeroQuest by Milton Bradley is my favorite board game of all time. It's no longer manufactured (that I am aware of), but if you have not had the opportunity to experience it, I highly recommend it. For any that might be interested, the map configuration follows Map #2 (The Rescue of Sir Ragner) in the mission book. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: ** NOTE ** I will send the Bryce Scene file to any that want it, but note that it is not posted here because even compressed as a .ZIP, it is 28 megabytes in size. THE BOARD... The base of the board is a flattened box (pretty standard), but that's really where the standard stuff ends. Every square on the board is a unique lattis object with rounded edges, cracks, and such. The color scheme, square count, and even the placement of the cracks match the original game board. Whereas the real board is simply a decal on half-fold cardboard, I wanted to give the illusion of real rock. THE DOORS... The open doors are three boxes grouped to form the inlay base. The doorframe is a lattis object drawn to match the texture and stone placement of the original pieces. Again, I was going for a stone look. The closed doors take the open door to another level. The wooden portion is another lattis, flattened with a wood-grain texture. The hinges and knob are yet another lattice set wider than the wood grain and given a black finish. THE TABLES... The legs are lattis objects. The wooden frames are boxes, and the surface itself is a box. Pretty standard here, but I'm pleased with the effect and the accuracy with which it matches the game. THE "RACK"... A favorite torture device. The surface is a lattis, the foot clamps and shackles are part of that lattis. The roller is a cylinder with toroids for ropes around it. The handles are enlongated boxes, and the base is boxes. The skull on top is a molded rock object. THE TREASURE BOX... Lattis objects for the sides with a cylinder and box to make up the body. THE RED DICE... These are Boolean compounds. They are positive cubes encased in a negative sphere. The pips are also negative spheres with a gold material assigned. When grouped, the positive part less the negative parts are rendered. That gives the dice their rounded corners and appearance of bored pips. THE COMBAT DICE... Same concept as the red dice, but the shapes on them match the game dice face for face. These are white skulls, black skull/shields, and white coat-of-arms. These are made the same way as the red dice, but rather than using spheres for pips, I used symmetrical lattis objects that were hand drawn into the lattis editor. THE FIGURINES... The goblins and skeletons are actually heavily manipulated poser characters molded to match to the best of my ability the actual characters. The weapons and base were added in Bryce afterwards. THE CARDBOARD TILES (ROCK WALLS PLAYING PIECES)... These are squashed boxes with a stone wall texture attached. The bump height value was reduced to 0 to give the illusion of printed cardboard. THE CARDBOARD TILE (STAIRS)... This is a flattened lattis object. THE SPELL CARDS... These are imported images taken with my wife's digital camera of actual cards. The corners were rounded using an image mask that I created in Fireworks. Thickness was added in Bryce to the imported 2-D object.