• ALIENWARE Challenge 2004
    The Making of “Amber Forest
    Marcin Nikiforuk, 1 April 2004
    Download "Amber Forest"
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    With the directive to create a unique alien scene, a setting no one has seen before, the recent Alienware Challenge spawned a superb collection of alien landscapes. Marcin Nikiforuk (Crazybread) from Canada takes us through the making of his Alienware Challenge entry Amber Forest which was awarded an Honorable Mention by the jury and the digital arts community on CGTalk.

    My Alienware Challenge entry Amber Forest comes from a pretty surreal idea I developed back in 1993 while I was in high school. The idea I imagined was horizontal trees growing sideways inside a trench. I originally created it as an engraving on plexy glass, and then abandoned the concept for the next ten years (but did not forget it). It stayed quietly tucked away with old art and memorabilia from my good old high school days. I knew that someday it would come back and ask to be remade. The Alienware challenge was a perfect opportunity to revisit my old ideas and search through concepts I’d promised myself I'd revisit when I was older and (hopefully) wiser. Once the shots were called and rules in place, I automatically knew what I was going to depict. So, once again, here is the old concept, reworked for the Alienware challenge.

    I thought its best to treat this contest like a real job because of all the rules in place. Before giving any thought to the actual modeling that would be required, I needed to assess the needs of the client. I knew that certain elements of my original concept would have to change and that the general layout of the old engraving would have to be tailored to fit the guidelines of the Alienware contest. The fact that this scene was to be on some unknown planet and appear grand and alive stirred up my imagination. Everything pointed me towards including vines growing out of and around the tree structures.


    Detail from Nikiforuk's final rendering

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  • Sketching
    I've grown to understand that undertaking anything without planning will significantly increase the chance of failure. So I decided to create a detailed concept sketch to be a kind of guide to follow and source from throughout the challenge. My initial sketch was pretty detailed and contained roughly two thirds of the work. I knew which features I wanted to focus on and the sketch conveyed sufficient detail for me begin the real work.

    Modeling
    I started with a curve outlining the basic cutaway of the canyon, duplicated it, then set it apart and lofted the two objects as polygons. I moved the model to Maya's Paint Effects and painted on numerous little imperfections and grooves. This was especially difficult because, as many users would agree, using Paint Effects is pretty slow. I created three modules this way, the third curving slightly at the rear. Looking through the camera to ensure the layout and feel were right, I positioned the three sections of the canyon together. The tree trunks were also constructed with Maya's Paint Effects. I created polygon cylinders and used Paint Effects to paint ridges and bumps on them to mimic tree logs. Due to the slowness of the computer I was using (a Pentium III, 1.6 GHz with 1 GB of RAM), I was constantly forced to optimize my geometry. In reality, once I completed the trees, much of their back faces didn't exist and just the front shells remained. While this may have been a problem if I'd intended to animate, it was sufficient for a still render.

    I thought a lot about exactly how I was going to do all the details while finishing the initial modeling of the canyon walls and tree trunk positioning. Since my computer was already giving me a hard time, I was slightly concerned about the level of detail I had chosen to work at. On top of this, I wasn't even close to the halfway point of the competition. The reason I chose to use complicated wireframe and a lot of details is simply because I knew this had to be a large image, and when eventually printed I hoped the viewer’s eye could wander around over all the details.

    I added the tentacles all along the front and to some parts at the back. These were achieved using circles extruded, with the LIVE option enabled, along the path curve that was drawn on to the geometry of the walls. The LIVE option is like a magnet that snaps to the selected curve (in my case the wall) and makes it live.

    I was concerned about all those little twigs that I knew I couldn't model due to complexity. After some test renders, I swiftly decided that most of the small details were going to have to be painted in the post production stage.

    Textures
    I knew from the start that the textures for the canyon would have to be huge so all the tiny details would look acceptable when rendered. Mapping the canyon walls was not that difficult since I used basic UV mapping techniques. The final texture map had to be quite large - around 6000 by 3000 for each side of the wall - and then slightly smaller for the second and third wall partitions. Since most of the detailing of the scene would be done in post production, all the textures except the alien ship were applied quite randomly. Since the rendered scene would be static it allowed me to paint details in post using various matte painting techniques. If I wanted to do an animation with a slight camera move, I could project the painted shaders back on to the geometry using the camera as the projector. However, since this scene would only ever be rendered as a 2D image, that was unnecessary.


    Initial concept sketch


    Shaded canyon model


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  • The Spaceship
    The idea that spawned the spaceship was the product of an online conversation with a fellow artist. I love spaceships and a crashed saucer amongst my forest of amber seemed just right. Unfortunately my excitement with the concept and an overestimation of the role it was going to play in the composition meant I wasted a lot of time working on it. Once the spaceship provided an initial distraction, I forgot about everything else and just enjoyed inventing parts and details for it. I became so caught-up in designing the ship that even after the design was complete and actual modeling had started, it came as a slap when someone asked how big it would appear in the scene. At this point discussion was sparked on this question. Some people suggested it be bigger than it appears on the final and some wanted it to stay as is. I realized I had to stop and consider how important it was to the scene. Ultimately I decided that I would follow the placement test I’d done earlier, where the ship was very small.

    Lighting
    Lighting in this scene was something I set up without much thought, because the image is gloomy with fog in the background. To achieve a diffused look such as you would see during rainy weather, I used Mental Ray GI. I used the Final Gathering feature to simulate this by simply adding a half sphere over the whole geometry and applying an almost totally incandescent light-colored shader to it.

    Rendering
    Due to the struggle my computer was having with the scene, I couldn't render the whole image at once. My textures were too big and I had far too many polygons in certain areas. I had originally planned to use displacement mapping on the ground to achieve a more realistic look, but I was unable to do so, not even using a bump map. I ended up completing the scene by cutting up pieces of rendered elements and compositing it all in Photoshop, stitching up sides, blending details, and making ends meet.

    Post Production
    I created some post production elements as I was modeling and setting up the scene. This is something I always do so I can get an idea of where the image is going, and also to avoid becoming bored with the production. I painted details such as the ropes, twigs, stones, bumps, and highlights directly onto the rendered image. Even if I had I been able to model it all in time, I wouldn’t have been able to render it at the required resolution. Overall, I feel that the image needed more details. However, I’m satisfied with the end result, since I had no chance to overdo the detail.

    About Me
    I came to Canada in from Poland in 1987, aged 12. I was interested in art and fantasy. I played a little Dungeons and Dragons, and studied the work of my favorite artists like Adrian Smith and Z. Beksinski. On graduating from high school I went on to study computer animation and post production at The Academy of Design in Toronto, where my wife and I now live. I got my break as a matte painter in 2000 and moved to Montreal working at Big Bang Animation (a really cool studio), where I started mixing with artists of similar interests. Today I'm a matte painter working as a freelancer for companies around the Toronto area. I'm always looking for new and exciting projects to work on. Besides my passion for matte painting I love to design everything from buildings, props, spaceships, and cars, to creatures, costumes and characters for film/television. Although I have not been involved in games production as yet, I hope to do so in the future.

    A contest like the Alienware challenge enables artists to learn from each other and improve their art. Thanks to all the artists for their time spent explaining and teaching others.

    Related Links
    Marcin Nikiforuk’s challenger gallery
    Amber Forest by Macrin Nikiforuk
    The Alienware Challenge 2004


    Spaceship design


    Detailed concept sketch showing placement for spaceship

    Words and images by Marcin Nikiforuk


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