• The Alienware Challenge 2004 saw a collection
    of highly original scenes ranging from
    whimsical to sinister to the utterly out of this


    Koutroulos' Mnemonia– click to enlarge

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    world! With the directive to create a unique alien scene, a setting no one has seen before, Chris Koutroulos' challenge entry Mnemonia won an Honorable Mention illustrating this theme.

    Mnemonia appears, at first, to be just a beautiful yet desolate alien landscape. Then the curve of a nearby planet emerges from the mist and there is the sense that there is something alive and twisting in the distorted foreground forms. Careful consideration of how to create something completely outside human experience, but still seeming alive, was the true challenge of this competition. In describing the making of his alien scene, Koutroulos reveals how he turned to organic forms, as did many of the successful Alienware challengers, to create this stunning visual concept. — Lisa Thurston

    ALIENWARE Challenge 2004
    The Making of “Mnemonia”
    Chris Koutroulos, 26 May 2004


    The Idea

    When I first considered the theme of the Alienware Challenge an image surfaced in my mind: a sad and mysterious sunset with the edge of an enormous planet dome faintly visible behind a cloudy sky and fading into the horizon. I thought of depicting a secluded landscape that would bring out feelings of loneliness and abandonment, diverting the viewers' attention towards something that would suggest the former existence of some unknown presence.

    Then another idea sprang into my mind: what if the landscape was made of organic matter? I had organic tissue and images by Serpieri for reference, but I didn't want something quite so fleshy. Instead I started making drafts of various shapes, and visually experimented with the form and complexity of brain neurons. The concept of a landscape made up of a complex system of half-damaged, non-symmetrical neurons, resembling branches of a psychedelic forest, inspired me. This gave a totally new dynamic to my initial idea.

     
     

    However, I still wanted to take it a bit further. What if instead of creating something that once contained life, I created a landscape that was actually alive itself? This made me think of the shapes of Dali's and da Vinci's paranoid-critical methods.

    I started a new draft of shapes that formed a profile view of an alien face. I wanted to create it in such a way that it wouldn't be obvious at first glance, but by preserving the basic human facial characteristics, it would be ambiguously recognizable.

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    Detail from Koutroulos' final rendering
     

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  • Concept Design

    Having defined the basic concept, I started drawing neuron-branches on varying levels in such a way that they would not obey to conventional logic and disregard the laws of nature. I composed these forms in a variety of ways, starting with a base and creating complexes of intertwined branches as I moved upwards. However, I avoided making them too dense, because I wanted to preserve a bit of the misty horizon in the background.

    Having completed the draft drawing, I had all the basic elements that I needed for the final concept design. I started by preparing a cloudy sunset, deciding on the color palette I would use for the final render. I then created a huge planetary disk, masked it, and placed it right behind the masses of cloud, so that it would be quite dim.

    I then created blurred neuron shapes on four different layers, increasing the amount of detail as I worked with the front layers. The third layer that lies just behind the front layer was the one into which I built the detail of the elements that composed the organic material of the neurons. I applied an embossed plasticity to it, so that it would not look like stone and added pores and glands, drawing stylistically from photos of galaxies that I've seen in the past.

    Throughout this process, I worked on each of the neuron shapes in such a way that they would form a desirable profile in a landscape composition. I also used a larger gland to evoke the impression of an eyeball, adding to the overall effect of the composition. While creating all these pores, I had the notion of incorporating a ‘hidden’ face in the texture map, as well. So, I shaped the lines and pores like faces which helped bring the scene ‘alive’.

    I darkened the tones in the front layer, as I wanted to place more emphasis on what lay behind. The shape of this layer was meant to create an arch–like element to frame the subject. I also added a few tentacles for additional detail.

     


    Concept sketch


    Detail from colored concept sketch



    Modeling and Texturing

    The approach I took to model this concept was to create the clusters of neurons with low-poly geometrical objects. I used multiple extrusions, or extruded along paths for additional geometry and added more detail to the neurons manually. During this process I smoothed the mesh a few times, getting new, smaller faces and extruded these also.

    When each polygon object had sufficient detail I used sculpture tools to deform it to contain complexity, and distorted the original symmetry of the model. I also tried to combine a few elements from different layers in the concept design to get a better result for the composition in 3D.

    I generated a texture map from two or three different reference materials in different layers in the concept design. By combining these materials, I managed to create a skin-like texture with cuts and scars all over the texture map and an acceptably realistic result. I then started drawing in a new layer over the combination texture, adding veins and holes that looked like faces, using the property bevels of the layer. I made three different textures in the same manner to cater to the needs of my scene.

    The UV mapping procedure was really quite a nightmare given the deadline I had for the challenge. The most efficient way to undertake this process was to use different UV projections from camera views and create different UV sets for the areas where the texture didn't have a correct projection.



    The 3D mesh for Mnemonia was modeled in Maya


    Detailed mesh

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  • Lighting and Rendering
    I started by creating a global area light and adding volume fog to it, making sure that the depth of the scene was satisfactory as well as the lighting and shading of the actual objects. The fog revealed whether the distance and position of the neuron forms were acceptable for the particular camera view of the scene, so I corrected it accordingly for the final scene.

    I used Mental Ray with Final Gather for the final rendering and rendered it in three different passes: RGB, Alpha and Z-Buffer. This proved to be the next headache, because the resolution was too high for my PC. In the end I had to render it in parts by selecting different regions in the render view.


    Compositing and Post Processing
    I decided to add fog at the compositing stage, where I combined all the previously-rendered passes. I used three different gradient layers with fog: one for the background objects, one between the first two layered objects, and one for the whole scene. I performed color corrections on various elements and layers in the before compositing to assist the overall atmosphere of the piece. In front of all the layers I added some extra freehand fog clouds. I also added some freehand detail and blurring wherever necessary. The final step was an overall color correction for the complete and flattened image.


    Hardware and Software
    Mnemonia was created on an Intel P4 3.06 PC with 2GB Ram and a GeForce 5900Ultra graphics card. Applications used include Alias Maya and Adobe Photoshop.


    About Chris Koutroulos
    I am a 29 year old digital media artist in Athens , Greece , working as a freelance new media designer and concept artist. My biggest strength lies with freehand illustration. In my free time I do 2D and 3D animation, organic and industrial modeling, VFX compositing, drawing and storyboard creation. These interests are driven somewhat by my love of good electronic music, sci-fi movies and comics. Currently I am working on a personal DVD artwork portfolio in the hope of making a connection with studios doing games, movies and other CG productions.


    Related Links

    Chris Koutroulos’ challenger gallery
    Mnemonia by Chris Koutroulos
    Chris Koutroulos’ website
    Paranoid Critical artistic method
    The Alienware Challenge 2004

    Artists from whom Koutroulos drew inspiration
    Salvador Dali
    Leonardo da Vinci
    Paolo Eleuteri Serpieri

    Words and images by Chris Koutroulos

     


    The Z-Buffer layer



    Final scene before post processing and color correction; (inset) texture map portion showing a 'hidden' face



    Rendering with fog


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