The entries of Paul J. Frey, Jr.:
E-mail:katblue@erols.com
Title: In His Image
Creation Process:
The image "In His Image" was created in Imagine 4.0 and enhanced
with Photoshop 3.0. The scene is primarily made up of ten objects: - dome
object A widened primitive sphere with the old bricks procedural texture
applied to it. - floor object A primitive disk's points were edited then
the faces extruded to make the floor. An image map of wood and metal was
projected onto the surface as a color map, a bump map and a specularity
map. The floor supports were constructed by extruding a 2D shape along
a path. Then an image map of wood and metal bands was projected onto the
surface as a color map, a bump map and a specularity map. The rails were
extruded from a sliced off section of the floor and then connected to the
floor by tubes. The steel quick attribute and peened procedural texture
were applied. - windows object The windows were created by first creating
the outline of the windows in the top view as flat faces. Then I extruded
this object through the dome object. Then I used the slice feature to cut
the windows out of the dome object. This was necessary to get a perfect
fit in the dome object, because the curve was widened. Then I took the
resulting object copied and pasted it to use for the clear part of the
windows, which I made clear with the glass quick attributes. Then I extruded
the original to use for the frame of the windows and I sliced the middle
of this object to take it from opaque plates to frames. For the crossing
panels in the frame I extruded a disk along a path to match the curvature
of the window. The frames had the peened procedural texture and the steel
quick attributes applied to them. The stained glass window in the center
was created with an image map applied as a color map, bump map and filter
map to a faces subgroup in the clear part of the windows object. - capsule
object The capsule was created from a primitive sphere that was deformed
with the taper and pinch tools. This shell was used to assist in creating
the shell for the capsule and the frame that conforms to the shell's shape.
The frame that surrounds the capsule are actually primitive planes extruded
that were sliced using different scaled copies of the shell object. The
window was sliced out of the capsule's shell and made a transparent object
with the glass quick attributes. The frame around the window was created
by the using the previous object that was used to slice out the window
and extruding it. The bolts are seperate objects that are part of the capsule
shell. The handle and lock were created by extruding a widened disk along
a path. The frame around the window, the handle and the lock had the brass
quick attributes applied to them. The collector on top of the capsule was
constructed of a cone, sphere and torus. The capsule's shell has the steel
quick attribute applied to it with the venetian blind procedural texture,
the bump noiz procedural texture and the dirt procedural texture. The fluid
inside the capsule was created from the copy of the shell mentioned above
with the top sliced off and the red glass quick attribute with the monster
procedural texture and the dino skin procedural texture were applied to
it (the hardness was lowered to give the object a more jello look than
glass). These textures would make the fluid look more viscous. The chains
were constructed by taking a disk and extruding it along a closed path
to make one link. Then that link was copied, pasted and rotated. The two
links were made one object and then replicated along a slightly rotated
path. The steel quick attribute was applied to the chains. - man object
I modeled the man from blobs and distorted spheres. The face was modeled
with an image map which was used with the applique tool to modify the points
(this gave the relief for the nose, eyes, mouth and ears). After the applique
tool was applied the magnetic tools and smoothing tools were used to clean
up the object. Because of all the editing done in the last step, the face
no longer conformed to the face image map I used in the applique step.
So To ensure that another color image map for the face matched the shape
of the head, I mapped an image map of a white background with black grid
lines and two red lines crossing across the center of the image onto the
head. I then did quick renders with the perspective turned off of the front
and sides of the head into three seperate files. I then used these images
as a guide to construct the face image map. The face image map was applied
as a color map, a bump map and specularity map. - collector objects These
objects were constructed primarily of a modified tube. An image map of
wood and metal rivets was projected as a color map and bump map. The two
tubes of energy are actually two objects, a torus of glass and a disk was
extruded along a deformed path with the dancing sparks procedure texture
applied to it. The supports and rods are modified tubes with the steel
quick attribute applied. The spheres are CSG spheres with the brass quick
attribute applied. - control panel This was a simple 8 sided 2D shape that
was extruded and then an image map of the controls was mapped as a color
map, a bump map and a specularity map. - sky object The sky object visible
through the window is a simple plane primitive with an image map applied
as a color map and a brightness map. - electrical object The electrical
effects that surrounds the capsule's collector and the three larger collectors
is basically a disk extruded along a distorted path with the dancing sparks
procedural texture applied and the brightness turned all the way up. -
smoke and electrical glow object This is a large fog object that was distorted
using the magnetic tool and the smoothing tool. The nebula procedural texture
was applied to the object and the intensity was lowered.
The image was inspired by the latest movie of Frankenstein which was closely based on the book by Mary Shelley. Also, the Halloween holiday is approaching and it seemed an appropriate subject.
I lit the scene with a faint yellow light to indicate light from torches near the entrance (not seen in the image). The brightest lights are near the collectors and the electrical object. I rendered nine of the objects above (minus the smoke and electrical glow object) in one pass and then rendered the smoke object in another pass. I then composited these images with Photoshop 3.0. I blurred the smoke object layer to allow more of the scene to show.
Creation Process:
The image "Comet Encounter" was created in Imagine 4.0 and enhanced
with Photoshop 3.0. The scene is primarily made up of five objects: - star
object A large sphere with the confetti texture applied twice (for different
colored stars) and the brightness turned all the way up. - voyager spacecraft
A model of the voyager spacecraft constructed of sliced and extruded primitives.
- alien spacecraft A model of an alien spacecraft constructed of all primitive
spheres that were conformed to paths and deformed using the deform tool.
- comet The model of the comet was constructed of one primitive sphere
and the tail was extruded with the magnetic tool, there is another object
in the head (not clearly visible due to the lens flare) that was constructed
using blobs. The textures in the comet's tail are ghost and nebula. - light
rays The light rays (more pronounced around the alien probe) is an object
that has a high filter value and with the dirt texture applied to make
it look like light and shadow bouncing off of particles and dust.
The image was inspired by the recent announcement by the President that the new space initiative would be based primarily on unmanned space exploration. I envisioned our first encounter to be between machines.
The voyager object was pretty straight forward. It is constructed of simple primitives with the deathstar procedural texture, dirt procedural texture applied to make it look weathered. To make the gold foil I used the crumpled procedural texture. The steel quick attributes was used for all the struts. I wanted the alien probe to be similar to the voyager craft but more organic looking. So I chose to use all curves and no hard edges in the model. A flesh coloring was applied to the object using quick attributes, the bump noiz procedural texture and the specular procedural texture was added to break up the specular highlights. The energy ports on the side of the alien probe were created by creating a subgroup of faces and applying the dancing sparks procedural texture. The focus in the alien probe's rear transmitter has the monster procedural texture applied to it.
The image was constructed of two scenes modeled in Imagine 4.0. First was the star background with the comet and spacecraft. Second was the light rays object. The two images were composited with Photoshop 3.0.
I am a UNIX/Windows programmer by profession. I am a cartoonist and artist by preference (but 'starving' didn't suit me). I have been using the Imagine product for nearly 3 years, since I first discovered the 2.0 version. I was so excited to find a way to bring my two worlds together. I liked programming and found that in the business world, the PC was king. Therefore, I had to buy primarily PC's for my work. Then when Imagine moved from the Amiga platform to the PC, my world changed. I am extremely happy with the product and I hope to see it grow.
P.S. This was the most ambitious modeling project I have tackled with Imagine 4.0. I was quite happy with the results. I did however, have to double my memory. It has convinced me to purchase the windows version as soon as possible, to take advantage of virtual memory. I also hit the maximum edge limit with the chains objects, so to get around this I broke the object up into smaller grouped objects. While modeling and rendering this image, my wife was extremely patient with the late hours and lack of sleep. If I win, it is primarily due to her encouragement and patience.
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