Artist's Comments
Statue
This pictures an old fallen metal statue in the shores
of an island after an earthquake that dropped it from
it's high place, a long time ago.
This image was created almost entirely on LightWave
using the Photoshop plugin (found in 5.6). The land
inside the image was a displacement and colour
map created using Photoshop. The bump map was
a mix of crumble and a different version of the
displacement map image. The snow shader was
used to add the cold look on it's surface.
The water on the other hand had a single ripple
bump map and the water shader was used to add
a more realistic effect. The points where the fluid
touches the statue and the land were image maps
created in Photoshop and imported inside the scene
using planes and transparency maps (perhaps the
hardest part to get done precisely).
The statue had a dual shader add on, besides it's
applied surface : the rust and the snow plugin.
The snow had different colours from the defaults
just to add those greenish "lushes" on the surface.
The entire object was a group of metanurb objects
and as with all others, they were custom modeled
for this contest. Finaly, some atmosphere was
created with steamer.
The entire scene had over 40MB of texture maps
and 240,000 polygons, which realy emptied my
64MB and made the MMX200 fall dramaticaly on
it's rendering speed. Too bad the final image was
273KB, which means I have to drop it's quality
to send it (even JPG at 640x480).
Other Technical (not to be printed as Creators notes) :
As required, here are the settings used for the
new shaders...
Water shader :
All reflections & transparency angles and
values are set to default.
In the Wavelets, Scale = 0,03m, Transparent
variation = 0, Reflection variation = 10,
Bump Amplitude = 2.0, Bump Scale = 0,5m
Depth Attenuation, Fog distance = 1.0m,
Fog value = 100%
Snow Shader : L=Land, S=Statue
S: Use shadows, no Luminosity
L: none
snow amount = 70% S, 40% L
Start slope Angle = 30 S, 60 A
End slope Angle = 90 both
Smoothness = -40 S, -2 L
Y start (m) = 0 S, 0.01 L
Y end (m) = 0.1 S, 0 L
Smoothness = 0 both
Luminous = 0% both
Difuse = 100% both
Specular = 50% S, 18% L
Reflection = 0% S, 20% L
Fractal bumps ...
Scale (m) = 0.01 both
Amplitude = 2.0 both
Granulosity = 20 both
Colours = Greenish S, Default L
Rust Shader :
Use Slope, No luminosity
High quality
Mode = Access
Rust amount = 51,5%
Rust gain = 51,3%
min Radious (m) = 0.05
max Radious (m) = 0,1
smoothness = 0
Rust shading ...
Luminous = 0%
Diffuse = 80%
Specular = 20%
Colours = Default