EMAIL: steve@neurotrain.com NAME: Stephen Lumini TOPIC: Contrast COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: 2 Worlds COUNTRY: Canada WEBPAGE: members.xoom.com/slumini RENDERER USED: 3DS Max 3.1 TOOLS USED: Paint Shop Pro, RENDER TIME: 8m 15sec HARDWARE USED: PII 400 128 Ram IMAGE DESCRIPTION: Rich poor, standing sitting, clothed naked, day night, happy sad, clean dirty, big small, black white, metal wood, flying bugs crawling bugs, etc. etc. The topic made me think of so many ideas, and because I couldn't pick just one, I decided to incorporate as many as I could into one image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: LIGHTING There are 6 light sources. One omni for outside, one spot light outside to get the soft shadows. One spot light behind the camera for visibility. One light affecting the woman only, so that her dress and face have a nice outline. One fill light (omni) to brighten up the Rich Room. And one exactly where the bare bulb is. The fact that 3DS allows for discrete lighting made this image a whole lot easier to light. Obviously only 2 lights affected the Poor side (the bulb and the camera spot light), and 5 lit the Rich side. MODELLING I'll just start from left to right: Left Wall: Three boxes, two with image maps. I made them both. The trim is my signature, the wallpaper is a modified form of the quilt. I ended up being part interior decorator to make the room look good. Chest of Drawers: The mirror and frame are a Bevel Profile. The frame was made first - the mirror is a scaled down version of the frame. The arm holding it up is a lathe object. The woman stuff are simple object shapes (cylinders, boxes, toruses) The top is another Bevel Profile, so are the drawers. (I modified the wood texture and added a flower from the quilt for the drawers's texture). The handles are editted loft objects (though they could have just as easily been a sPatched cylinder). The dresser legs are seperate objects - editted loft objects. The trim underneath is an extruded line. The left Drape and cord: The cord is a helix line used as the base for a loft object (I have done the same thing in Moray, using the array option and thin cylinders) - with a torus and sphere thrown in at the end. The Drape is an extruded line, which I mesh editted. I have done this in sPatch before, but will admit that 3DS makes it a lot easier to do with Soft Selection. The floor: a simple box with a good bump map (It is a picture of my living room floor). The outside is another image map The butterflies are from an older image I submitted for Garden... The balcony is the boxes and lofts. The doorway: again just boxes - the handle plates are bevel profiles, and the handles are deformed spheres (again a sPatch job for POV). The woman is a poser import for the body. The hat is a shere, deformed cylinder, and thin cylinder. The blouse is a smoothed Cross-Section (I still not happy with it). The skirt is a combination editted cone, and the butt of the model, copied and scaled-up. It was the best way to get the skirt to fit. The shoes are editted, extruded lines, lofted lines, cones and cylinders. Putting clothes on her was the single most difficult part of this image. The carpet is a box with a modifed image and bump map of a real carpet. The headboard is lathe objects and a rounded box, with a Bent torus. The base board is the same with an extra box and obviously no torus. The quilt a simple box that has a Morph modifier. This way the image map is not stretched when applied to the object. The bed frame split was accomplished by cloning the box and cutting them both opposite to each other. To make a more metal look, I also reduced the roundedness of the boxes on the poor side. The same technique is used for the pipe above. The poor quilt is just a box with noise and some tweaking. The man is another poser import. I didn't clothe him for 2 reasons, as contrast to the clothed woman, and because it is such a pain to make old, worn clothes. The pipes are all cylinders, and the radiator is lofted rounded rectangles. In both cases, I grouped then all together and then applied the image map - this caused the rust to follow a logical pattern on the objects. The cinder block is an extruded line. The bent wallpaper is actually two objects. First I editted a box to make it look the way I wanted. Then to avoid the double sided texture, I copied the box, moved it up a tiny bit and gave it a different texture. The light bulb is an editted sphere, so is the bulb holder The alarm clock and light cord are lofted lines. The window is simple boexes, the curtain rod is editted spheres, a cylinder and 2 torii. The bugs are also from my Garden entry The coke cans are "borrowed from 3dCafe. The alarm clock is primarily an editted box, with a few other primitives added, including an image map of the display.