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Very nice!
That fighter looks like the F-22 Raptor... A little.
I've always wanted to create a fighter or spaceship model, but I don't seem to
have any skill in that area. Most of my work is interior, and even when it
isn't, it's usually architecture.
I love the sky in your image, it matches the picture perfectly. I can't wait
to see the finished product.
Regards,
ADB
Reactor wrote:
> A little something else I've been tinkering with (instead of finishing other
> things that I've been tinkering with).
> My version isn't an F-18, but another model I originally started for
> something else... then I came across this lovely aircraft carrier photo. I
> felt challenged to match the lighting in the scene, and I feel I've come
> pretty close. The craft model I am fairly pleased with, the tarmac texture
> needs work, and the humans are basically 3D stick figures (from a quality
> standpoint). Oh well. Re-working the light_stick_guy (his mesh2 object
> identifier name) and working on the other carrier crew, will post
> developements in the near future.
> Aircraft, pilot, and carrier crewmember modeled in wings, traced in pov
> with a fairly vicious radiosity block which took almost 10 hours with aa on
> at 3.5GHz.
>
> Reactor
>
> P.S. For the curious, by vicious I mean
> radiosity{
> pretrace_start 0.080 // start pretrace at this size
> pretrace_end 0.004 // end pretrace at this size
> count 200 // higher -> higher quality (1..1600) [35]
> nearest_count 20 // higher -> higher quality (1..10) [5]
> error_bound .15 // higher -> smoother, less accurate [1.8]
> recursion_limit 5 // how much interreflections are
> calculated (1..5+) [3]
> low_error_factor .5 // reduce error_bound during last pretrace
> step
> gray_threshold 0.0 // increase for weakening colors (0..1)
> [0]
> minimum_reuse 0.0015 // reuse of old radiosity samples [0.015]
> brightness 1.20 // brightness of radiosity effects
> (0..1) [1]
> adc_bailout 0.01/2
> normal on // take surface normals into account [off]
> media on // take media into account [off]
> always_sample on // turn sampling in final trace off [on]
> }
>
> I can get away with much worse, but I wanted to see how it'd look... so I
> let it run overnight.
>
> [Image]
>
> [Image]
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