The two primary figures were modeled in Wings 3D,
uvmapped in UVMapper, and
converted to SDL mesh2 with Poseray.
The texture maps were developed in Photoshop using
texture references from www.imageafter.com. Use was made
of customizable brushes.
The ground and background foliage was developed in
POV-Tree and Maketree.
The hair on the primate is mesh generated in SDL.
Instances were then applied in patches using vertex information
which had been exported from Wings in .obj format,
extracted from there with Python script, then used
to define splines in SDL. The splines were then used to
place and orient the hair.
The sky is a hollow sphere with a cylindrical pigment
pattern applied.