Discover the worlds of Mel Keegan's incredible imagination ... NARC, the 'reader's choice  titles from gay fiction's hottest new science fiction list!
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Don't forget! You can now get the whole NARC series as eBooks, formatted to suit every machine from desk- to lap- to palmtop. If gay science fiction in the eBook format is the answer to your prayer, click here!


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readers, attention!Are you looking desperately for the old GMP editions to complete a collection? In our experience, here is your best shot: Copies often change hands there, although it's also true they don't change hands cheaply. In recent years, since the DreamCraft editions have been published, the price of an original GMP Death's Head is around US$80 - $100 ... which is an improvement on the price years ago, then it wa 4-5 times that high! Incidentally, when you buy a Mel Keegan title second hand, via an eBay trader, from a link on this site — Mel Keegan will earn a royalty, which is extremely appropriate. A new window will open; search on 'Mel Keegan,' and you'll see what's available at this time. NOTE: few people auction their MK titles, so the first result in your search results window is almost certainly going to be be '0 results for Mel Keegan.' Don't be deterred: scroll down to the Ebay Stores. At the time of this upload, for example, you could buy four MK titles, including both the GMP editions of Death's Head and Equinox, at very reasonable prices! Happy shopping ... and good luck! (Tell us how you go.)
launch of a super-carrier

When you're writing the book, the work is purely text-driven and by comparison with creating movies or internet, it's so easy. You let your imagination run wild, you let the brakes off and freewheel ... you can write big and bold, because it's only text: if this were a motion picture — you would be the director, the producer, the designer, and all of the actors! You get to play every part, fly every plane, planet-hop, and uh, jump into bed with whomever you choose.

And yes, it's fun. Which is why so many people are writers by inclination and would love to 'go pro,' give up the day job and do this 'work' for money.

Then one day, you find yourself making the transition from pure-text to packaging books for an internet 'presence.' Sure, it's a different kind of fun. It's also surprisingly hard work! First, it's about covers. Would somebody PLEASE put faces to these characters?

Many hours and many experiments later, the faces of Jarrat and Stone were more or less worked out, tentatively 'locked off,' and we breathed a premature sigh of relief, because we genuinely believed the hard part was over.

In fact, creating the character faces and designing covers turns out to be the easy part!

Way back in the days of yore, GMP never offered much two-way communication between writer and cover artist, so the faces and hardware were always 'off' by the proberbial country mile. The cover artist was Nicholas Hoare, and his covers were the best GMP ever used, bar none. Still, the Jarrat and Stone faces (at least in my mind!) were not what I imagined.

In the novels, I had described the characters as being a few years older and not quite so ... shall we say, fringe? I don't want to say 'punk,' but ...! Put it this way: in the covers of the GMP versions, I find it difficult to see a couple of guys who would have the maturity be trusted with about sixty billion dollars' worth of hardware, and several million human lives.

So, when the books turned over to DreamCraft and became creatures of the web, the real 'fun' was about to begin. The books became 'Internet Dynamic' ...They were no longer driven by the bookstore industry ... They had to have a VISUAL component, to 'come alive' on the screen, in web pages.

Everything had to be designed. Hardware. Things. The objects and places that make the plot 'go.' And if we could nail down the designs for weapons, planes, helmets and people ... What was going to be so hard about designing the carrier?

Maybe we had be become complacent, but this turned out to be a classic case of famous last words.

Two YEARS and about 100 designs later she was actually flying, in a design-form close enough to the 'final' version to launch her... ...and to share the story of how she came to be!

STAGE ONE was to get the design concept ... and this was the hard part. We looked at over 100 ideas (more like 500), ranging from the real (NASA drawing board items) to the imaginary (movies and TV, everything from 1970 onward).

The toughest element is this: since STAR WARS (designed in 1976), over 30 years have fled by, and virtually every ship design you can think of has been done. Everything is out there, from the neo-utopian designs of the Rodenberry shows, to the 'down and dirty' designs of the ALIEN movies. Come up with something new — that was the challenge.

Next, we looked at ocean-going ships ... at aircraft, at every conceivable kind of spacecraft, and drew a consistent blank. Then we sat down and started to 'make shapes,' like blowing smoke rings, waiting for inspiration to bite. It didn't.

Then, when I wasn't even thinking about the carriers, I saw a shape. It wasn't a ship or plane. It was an experimental, drawing-board, futuristic oil production plaform, in a 30-year-old book of SF paintings. Cut the bottom off it, cut off the top, stretch it out sideways, rotate half of it around, and add the details ... there was our shape, not standing on great pylons in the sea, but floating with a power and grace all of its own

We had our basic shape. Now, what to do with it?

FIRST: make it conform to every description in the books. It has to be flat-bottomed, because the gunship and fighter hangars are right on the keel: everything launches there. It has to have a forest of superstructure: all the comm arrays are 'up top.' It needs a piloting module somewhere up near the sharp end; and it needs a monster engine deck somewhere around the blunt end.

The engine deck was the only troublesome point: we still don't really know what a Weimann housing looks like. So an organic shape was drawn, and added on, with this logic: the Auriga engine (later, the Weimann engine) is a module which is fitted later, after the rest of the hull is complete. The module is mounted, connected, and protected by an armored fairing. It's not actually part of the rest of the ship so, in essence, it could look like anything. Organic was just fine.

Now, the whole thing was still at the line-drawing stage. These line drawings were produced 100% inside the computer. No physical pen or sheet of paper was ever used. The carriers were born digitally. First the line sketch was produced, in its simplest form, using what are called 'primitive shapes' which are then deformed in software into anything at all. The resulting 2D drawing was very exact and digitally 'clean.' Next, it was loaded up with detail; then 'colored' in graduated tones; lastly, the emerging ship was given the 3D treatment.


Click on 'start the show' to, uh, start the show!



(Incidentally, if you have the itch to do this kind of work yourself, it's not magic. The software system that was used for every stage of the drawing, mock-3D rendering, and dressing was Serif. Not the digital drawing program, just the drawing tools buried inside of the same desktop publisher that we use for everything from laying out the books for the printshop at Lulu.com, to creation of every website element, and some of the code! For folks who have an inspiration to try it, we've included a sidebar. Here's the great news: Serif is around one TENTH of the price of the so-called market leaders, Microsoft and Adobe. In fact, DreamCraft swears by Serif, and has since 1994.)

Now, at this point the 3D aspect remains an illusion: it's actually (still) 2D rendered into a third dimension from ONE angle only. You can't spin the ship around, yet — that comes later, when it's 'software modeled,' as it will be.

A second 'view' of the ship was produced later, giving us the keel angle. The next jobs will be to produce the bow-shot, stern-shot and dorsal view. The full 3D model will be engineered from all four views. It will be done in a software system called '3ds max 7,' and when she's finally rendered, she'll be the real deal, like something out of a major motion picture. And that, kids, is going to take a looooong time!

the keel view of the carrier NARC-Athena.

So for now ... she's 2D/3D, and curiously realisting just as she is. When the 2D/3D illusion is properly rendered, it picks up an eerie sense of reality. By darkening it overall, as well as dropping out all the digital sketch lines, the model looks less 'plastic,' more real. You have to keep in mind, the carrier Athena is A KILOMETER in length. From a great distance away, in order to see the whole ship in the one photographic frame, you won't capture small detail, and larger detail will soften with distance.

When the ship is software modeled, there will be MORE detail than she's showing right here, but as soon as she was colorized, there was an additonal layer of realism. We tried many colors, from dark golds to purples. Steel blue was the best, especially since we were going to put her into orbit around the planet Aurora.

You might recall, Aurora appeared in SCORPIO, and it was an 'ice planet' of sorts. From orbit, it's a big blue-white ball, and that impression doesn't change as you get it into close up! So —

The next thing we needed was the planet. And this was (comparatively) easy, because Dave had already modeled Aurora in Macromedia's 3D design studio. He did it for the reverse-side of the special edition SCORPIO bookmark, and the model was still archived. The planet was re-rendered at a larger size and a black deep-space background was added. Composition was the final stage, and was done in two segments. The software used was a combination of Irfanview, Micrographx and Jasc.

Stage one was to get the carrier in orbit over the planet. This is done using masking and feathering techniques. It's a bit tricky, but the results are good (if they're going to work. If not, you'll see what's wrong immediately, and go back one or two stages, and start over). Also at this stage, the stars were added in ... on the DARK side of the planet only. You won't see stars on the bright side of a planet. Then ...

Final stage: add in the flare from the sunlight that is lighting up one hemisphere of the planet so brightly. This is actually a filter effect. The lens-flare which it adds to the shot makes it even more realitic, because you have the illusion that the light is reacting with the lens coating on your camera.

And she was flying, albeit in stills.

Animating stills is an old, old tradition in Hollywood. You would never have realized it, but some of the sequences in 2001 A SPACE ODYSSEY were actually animated stills, and those shots still look good today. After wasting a lot of time with Shockwave (which is a great studio, but has very nasty plug-in problems ... as soon as you try to play your epic footage in a browser, you're toast),the decision was made to switch to Flash (which was Macromedia in those days, and is now Adobe).

The Athena actually flew for the first time in the APHELION trailer ... and she looks grand. I do believe I'm done waffling with the design, and now, as time permits, you'll be seeing short animated features, rendered in Flash and web-page friendly. At this point, I'm delighted with what I'm seeing, and when work and time permit, and she re-launches in full 3D ... you'll have a front-row seat!


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