The Making of Medusa House

  • ALIENWARE Challenge 2004
    The Making of “Medusa House”
    Christophe Baliko, 20 May 2004

    Download "Medusa House"
    as a wallpaper: 1280x960 | 1600x1200


    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. Christophe Baliko talks about how he conceived and created a totally unique living landscape, Medusa House, with its own fragile dwellings and otherworldly inhabitants.

    Concept

    When I found out about the Alienware challenge it had already been running for a month. To me, the challenge was to conceive and create an extraterrestrial scene giving the impression of a place that has been inhabited, but recently become deserted. The Alienware challenge specifications forbade the representation of humans or humanoid shapes. I was suggested that challengers useg hybrid or improbable textures and avoid traditional references from well known sci-fi imagery.

    I had never taken part in a contest before and as the constraints of the challenge were related to the overall impression rather than to the technique or objects, it was a real test for me. Creating a natural environment was the most complex thing. Making it unreal in one sense while realistic in another sense was a difficult task, so I decided to look for elements that are not real on earth but could exist somewhere else – and without any exaggeration. In contriving an idea, I decided to play with color and modify the gravity. I asked myself how it would be living on another planet and decided to create an aerial city in perfect symbiosis with its environment, a city with a population more natural than exists for us, and unreliant on any advanced technologies.

     
    Detail from Baliko's final rendering
     

     NEXT PAGE (2 of 3) >>
  • Modeling

    I wanted it to be obvious, just by looking at the scene, that these creatures are living in harmony with their environment. It was important to me that this theme be evident. I have always been fascinated by worlds where the habitations and forms of conveyance are alive, and semi-organic. This is why I chose a jellyfish as my modeling reference. I needed a primitive organism from whose shape I could create an alien dwelling. I also liked the idea of using a jellyfish as a visual reference because it introduced a paradox: a marine animal floating in the air, meters away from the sea!

    In modeling the ‘jellyfish’, I exaggerated the length of the tentacles and added a long digestive tract to show they could still reach for food in the water. I added an exoskeleton, supposedly created by the alien creatures, in order for them to maintain the translucent vault of their habitation. To me, this enhancement suggested the alien creatures are capable of moving as aircrafts or flying animals. I created everything using MetaNURBS to help the structure appear organic and complete in itself, as if it was alive.

    Lighting

    To illuminate the scene, I chose a natural and realistic lighting similar to what we experience on earth, as I wanted the scene to maintain a sense of credibility. Although it is very bright, as if this place is closer to the sun, I wanted to have a yellowish image regardless. This dominant coloring could even suggest that there are two suns nearby or that the atmosphere is such that light of higher frequencies – the greens, blues and purples – are heavily filtered.

    Later, after many different light and texture tests (since I always work on both processes at the same time), I decided to create a contrasted image with a bright foreground fading to darkness in the distance. I did some tests with radiosity but decided not to use it, as I didn't want to use this technique solely for its effect. Instead I used a single area light and some distant lights for a fast and controlled result.

    Texturing

    With the lighting and model I had created, I felt it was important to avoid creating a ‘wet and brilliant’ look, with too many reflections and ray tracing as if it was a wet plastic balloon. Keeping in mind I wanted it to be more organic, I used real textures for the bumps. For example I used pictures of a rhinoceros skin – taken at a taxidermist – in building the texture for the main membrane and added a veined bump to create a ‘vessel skin’ illusion.

    For the lower parts of the alien forms I used a lot of translucence and red, purple and yellow colored mapping, much like a human digestive apparatus. The result had to be very organic, maybe a little disgusting, so this was what worked!


    Jellyfish model, created with MetaNURB


    Untextured jellyfish models


    Clouds test with DFX Nature tool (no color correction) sample (left);
    Sky tracer background sample (right)
     

    Textures used for vaulted covering and inner flesh
     

    Textures used for tentacles and outer flesh
     

    << PREVIOUS PAGE (1 of 3)NEXT PAGE (3 of 3) >>
  • Compositing and Post Processing

    The compositing stage was the pivotal element in creating this scene – the moment when the pictures began to materialize the way I had envisioned. Now I wanted to give a poetic ambience to the scene that would conceal the blank and threatening sensation it exhibited at this point.

    Despite my initial concerns, this process went very fast. I separated all the layers to have better control of each element independently. The most difficult part was the clouds. I wanted them to be realistic but not in a conventional way. I tried a number of different techniques but finally used the DFX Nature tool, the only one that yielded good results with a reasonable render time. Consideration of rendering time was especially important since the final image resolution had to be 3640 by 2640. It was for this reason that I also limited the volumetric particles. The DFX Nature tool was not very easy for me to use, since I had never experimented with this plug-in before, but wasn't the aim of this contest to surpass oneself? I boosted the color curves to accentuate the light direction specifically to standardize the color in the yellows range.

    Once the compositing was finished and I had the result I wanted, I still had the feeling that something was missing. After two sleepless nights I decided to add windy particles, something I had contemplated briefly at the concept sketching stage. Following this addition I had my final result!

    About Christophe Baliko

    I am 29 years old and live in Brussels, Belgium. I’m especially interested in character modelling and animation, but since this contest have become more interested in 3D in general. I have wasted the last four years in a school where I learned little. In fact the only progress I made was in some recent homework. I’m interested in the artistic process in creating 3D art (or any art). In my opinion a good technique without soul is nothing, and is therefore useless.

    At present I am working at home on personal projects – nothing big, just little things to improve my skills and techniques. I thoroughly enjoyed the whole experience of the Alienware challenge and hope to participate in other contests in the future. What I love most though is when people criticize and comment on my work as it's the only way to make real improvement. I’m grateful for the opportunities CGTalk provides in this regard and hope to post more images to CGTalk soon.


    Related Links

    Christophe Baliko’s challenger gallery
    Medusa House by Christophe Baliko
    The Alienware Challenge 2004

    Words and images by Christophe Baliko


    Final scene before post processing and color correction


    Final scene before addition of particles


    << PREVIOUS PAGE (2 of 3)MORE CGNETWORKS ARTICLES