![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-bglls9A_olNuJiqgx25Upnfvj61oKp_MQy1sazHkWD6Pierntn82FhiGplQQjwcZk9IRLGqy4cacnD5TTwI5fjsPYltJbKE-eSKgRNTks_1m8IPS0OuJtIxREDtWtNwWeP2QSDk9s_0/s280/X2Splash.jpg)
We called Painter X2 "Painter 2.0 with Expert Extensions (hence the X2), although it was a completely new version of Painter that implemented layers. We were ahead of our time at Fractal Design.
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I believe the image was taken from the original image of the paint can that appears on the actual paint can of version 1.0.
I have been getting the material together to do the definitive post on the creation of much of the complex Painter art that I have done over the years, including the original paint can image, the paint can image used for Painter 5, the Miracle of the Paint Can mosaic, Mount Brushmore, and other images.
I will post this soon, I think.
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This was a hard project to complete, and it eventually was called Detailer.
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But I guess that marketing didn't think Voodoo was a good name. Eventually it became Detailer.
That's my hand holding the letters, by the way!
We went with a red design instead of green. Somebody wanted it to read darker, more professional.
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That's why it is missing one line of text from the Painter 4 splash screen from the Mac.
With this splash screen, John Derry used the new Painter 4 mosaic tool, which was so much fun to create as well as use. A totally new medium! Well, one resurrected from antiquity, but nonetheless new on the computer.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB7zNt5XxnSH7dotRapgzmvGdf_QJwp1ymymzGWxxmdrij8HU9aB9ELW_FELRsyahZQfCMoFeOYntajcTCZchSRjGxMWswu6ajIOL-ivhtaXlQrZCOUsG2sGVo7GmVN5Dd18nZfHVJjFM/s280/P5+splash.intermediate.jpg)
John Derry removed some tiles, decreased the shadow, and put a new numeral inside with its own textured background. You can also see the JPEG line in the boilerplate text below.
Painter 5 was a remarkable process in development, but also in visual theme. This took us from the look of the past to the looks of the future.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjIYrkY61khVKO42kiAH8zN8ZOvR-Rv-l6DsESKs4c609yR0lkxuxzhsy7j4zHF9kzO3PniHeKa6vPNCmPGbQgQwakYJJc2FOFDGsYrIHpP2M9XqCUqeZhb6e91-bOCSWdz1cjvdiJU4c/s280/PainterSplash5.jpg)
We had an impressive new selection of brushes in Painter 5. It was Painter 5 and 6 where the brushes really took off in a big way.
You also see the influence of product management in the splash screens: Jon Bass.
Jon, as product manager for Painter, lost a few points from me by creating an art contest to "paint the hair on Mark Zimmer". I think it was around that time that I began to wonder about the value of being famous.
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The first version of the splash screen was colorful and playful, but it just didn't have the panache that John usually put into his graphics. You can see the Classic letters in a chrome format similar to that of the logo of an old car.
The Painter brush logo, originally created by Cleo Huggins, is shown in puffy 3D letters. There's even some bloom on the shines to make them more interesting visually.
Also note the trefoil knot used for the MetaCreations logo.
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John created a still-life scene with draped fabric, a frame, and a paint pot. But what made this really interesting was that it was a sketch that was coming to life: in the process of being painted into reality.
Everything in this image was very painterly from the start. The only thing missing was the hand of the artist. But that wasn't quite right: it had to be the brush painting the picture!
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John put a brush into the scene, and made it paint the picture. Very nice.
Perhaps you didn't notice, but the brush has the words Painter Classic pressed into it, in light detail. This hero shot, as John referred to it, was to be the basis of the Painter Classic splash screen. But the brush turned out to be a confusing issue and detract from the company logo, so it was removed.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvw7U9UVwUbgpXgI45dsrfuuZCogZJGUE8mR6b7NqxxJzMxQa9IIYPFJDr0TPsjkJ6GasI1c3ffACYdb1UmYc6HeGQBzlwhoUnMtlZecu1ncjrYtCKPDgu5Vbi-pF6zIwihf4amlkWNfg/s280/PainterClassicSplashPrelim.jpg)
The authors names are inserted, and a blank space was carved out for the serial number and the customer's name.
The presence of the MetaCreations logotype and the boilerplate text underneath required John to remove the brush he had added to the hero shot.
The piece was cropped on top and on right.
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It was important to reference as many visual aspects of reality as possible, John thought.
The final piece went through review and he was required to put in the MetaCreations text above the Painter brush script, since it corresponded to the actual copyright that we had filed for.
And John put the brush back in, to the side.
This was better placement, and was actually similar to the insertion of my hand coming in from the side in the Detailer splash screen.
Placement operates subordinate to function in good designs.
Wow great! Happy to see them :)
ReplyDeleteHappy to oblige!
ReplyDeleteFound the X2 splash screen on the net years ago, but it since disappeared. Hopefully this blog will exist in perpetuity. Still have my copy of Painter 3.
ReplyDeleteThe 3D painter product name had escaped my memory. My vague memory is you coding the rough prototype in a feverish creative period of maybe a couple of weeks. My vague memory is maybe you mentioned to me using a stencil buffer as one of the key design decisions.
You see the X2 splash here. I can't guarantee that it was the one that shipped with the product, but it might be close. I can't read floppies any more on any hardware I'm using.
DeleteI believe in Detailer the key decision was to use a deep z-buffer with object pointers at each pixel. This does have some limitations in design and rendering, but it does make 3D pick faster, particularly when painting the object. It can make incremental shading after you change the texture map quite a bit faster.
I didn't use a stencil buffer in the normal sense of the word, though.
Typically, associated with then object was the texture mapping information. Which was then transported into the triangles for shading. This was all pre-OpenGL.
I used a mesh for the rendering, which kept points separate from triangles separate from interconnectivity. This came in handy when I implemented 3D metaballs somewhat later.
Painter 5's liquid ink, liquid metal, and water layer brushes, with reflection and refraction, were based on ray tracing and also on 2D metaballs, which I figured out long before Paeth published. I had 3D marching squares working in 1983 when I figured out how to render and raytrace 3D fractal surfaces at Tricad.