POV-Ray : Newsgroups : povray.binaries.images : The Fortress of Torganswall (160 kb) : Re: The Fortress of Torganswall (160 kb) Server Time
25 Dec 2025 00:47:52 EST (-0500)
  Re: The Fortress of Torganswall (160 kb)  
From: D J  Brown
Date: 25 Sep 2000 18:04:42
Message: <39cfcbfa@news.povray.org>
The fortress utilizes spacious, open, curves with delicate lines and an
intricate surface. Try to emphasize bold, powerful, lines and relentlously
unnatural symmetry. The stones should be large and precise, with mortar use
at a minimum. The wooden frames should be made of heavy timber, something
very strong. Also, utilize sharp, pointy, and chaotic "spikes" along the
edges of different areas to create a bold contrast to the symmetry, and at
the same time hit that primordial fear of sharp teeth. The snow should be
melted and mush around the walls. The walls themselves should be dirtied,
beaten, and unphased. Also, exgagerate your lines and edges to create a
sense of motion, like the entire fortress is trying to swallow you alive.

The camera angle can make a difference, but I don't think that's what you
want. You'd be tied to that camera angle for any image you made. It's
entirely possible to make this very imposing without changing the sky,
lighting, or camera angle.

Oh, and put a pirate ship near it. That will scare me.

D.J.


"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:39cf4500@news.povray.org...
> Hi!
>
> Here is the scene Pic I work on. As always I'm not totally satisfied with
> the results. It refuses to look imposing or something like that. Might
have
> to do with the lighting, the camera position and angle. But since I'm
> dreaming of building the whole city of  Torganswall (the capital of my
reign
> on the world Asgard) or at least more parts of it, I want to look it good
as
> independent of these things as possible.
>
> Most of the parts are isosurfaces and HFs. It took approx. 6 hours to
render
> with radiosity and AA 0.3.
> The sky definitely needs more work.
>
> Anyway ... please let me know, what you think about it.
>
> Marc-Hendrik
>
>
>


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