TITLE: Fear
NAME: Alan Wong
COUNTRY: United States of America
EMAIL: alan.2.wong@uconn.edu
TOPIC: Fantasy and Mystic
COPYRIGHT: I Submit To The Standard Raytracing Competition Copyright.
JPGFILE: awxxfear.jpg
RENDERER USED: 

  3D Studio Max R3.0


TOOLS USED: 

  Adobe Photoshop 6.0
  Adobe ImageReady 3.0


RENDER TIME: 

  0 Hours 46 Minutes 36 Seconds

Scene Statistics:
  179219 Vertices
  343754 Faces
  1183 Objects


HARDWARE USED: 

  Athlon Thunderbird 1.2ghz
  896MB Physical RAM
  1012MB Virtual Memory
  Logitech MouseMan+ Wheel
  3M Precise Mousing Surface

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Image Idea:
  The idea again was semi spontaneous. The first thing that came into
  my mind was Dungeons and Dragons when I though about Fantasy and
  Mystic as a topic. Obviously, dragons came first as an idea, but
  its been done... so then I thought about other feared D&D monsters, 
  and none other than the Beholder came up. The cathedral was actually
  done before I found out about the topic, but it fit perfectly.

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IMAGE DESCRIPTION: 

  Alone in a mysterious cathedral in a medieval world, you are suddenly 
  attacked by the dreaded Beholder... What do you do now? Roll for
  initiative.

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DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

  Just as a note, all textures in this scene are procedural materials
  that I have made in 3dsmax. No bitmaps were used. Also, all objects
  in the scene are made by me. No premade objects were used. And finally
  I did not use anyone elses work.

  Ok then... here we go:

  The cathedral was made first, and it was just simple primitive modeling
  with edit mesh. I found some reference pictures on the internet and
  based my design on them. The design itself (along with almost anything
  I make) was semi spontaneous. The making of was simple. Take basic
  primitives and build the structure. I made sure all edges were beveled
  and that there was enough detail in the structure to fake reality. The
  textures were made by nesting many noises, and using cellular to break
  up the noises (which are very regular). My method of making procedural
  textures is basically: tone, large detail, fine detail, dirt. Meaning, 
  for the bricks of the cathedral, i started with a simple noise for the
  tone of the bricks. I then added in some more detail on top, such as
  the cracks and brick bump. And finally put on top some dirt.

  The beholder was made next, using box modeling with editmesh and
  meshsmooth. Nothing much here to say. I just used my D&D Edition 3
  book as reference for the Beholder, and modeled it. The box modeling 
  method is similar to working with clay (as opposed to splines which is
  similar to wire). The texture was done in the same fashion as the bricks,
  laying in a tone, then more detail. The tone this time though, was 
  not just a simple color, but organic detail. So a multi nested cellular
  was used as bump and diffuse. Add in some mix maps and noise to add more
  irregularity, put in an overall color on top of everything, and that was
  that.

  All in all, the cathedral took about a week, and the Beholder took less
  than 3 days (and was my first attempt at box modeling). 

  Props to the cool guys at http://www.maxforums.com for all their help.
  My username there is 'yeoua' for those who want to know.


  And that is the story of this little picture.

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Past Entries:
 
  2001
    January-February
      (Worship)
     AWxxWtC.jpg
     AWxxWtC.txt
      "Worship the Can"

    May-June
      (Insects and Spiders)
     AWxxImag.jpg
     AWxxImag.txt
      "Imagine"
    
    July-August
      (Fantasy and Mystic)
     AWxxFear.jpg
     AWxxFear.txt
      "Fear"

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Credits:
  Alan Wong

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