POV-Ray : Newsgroups : povray.binaries.images : (fwd) USS Niagara - USS-Niagara.png Server Time
18 Nov 2024 16:21:52 EST (-0500)
  (fwd) USS Niagara - USS-Niagara.png (Message 1 to 3 of 3)  
From: Peter Popov
Subject: (fwd) USS Niagara - USS-Niagara.png
Date: 20 Mar 2002 17:03:55
Message: <191i9u0kg1755l8285n2l23b2fops4eklg@4ax.com>
I am forwarding a post I cancelled in p.b.s-f. Compressed the bmp to
png, too.

From: "Tim McMurdo" <tmc### [at] prodigynet>
Subject: USS Niagara
Date: Tue, 19 Mar 2002 17:10:59 -0500

>I have been modeling with this great program for about a year now. I finaly
>decided to tackle a big project that would stretch my abilities. i am
>modelling the USS Niagara. Here is a WIP picture. Anybody have any ideas on
>painted wood textures?


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: GrimDude
Subject: Re: (fwd) USS Niagara - USS-Niagara.png
Date: 20 Mar 2002 22:40:06
Message: <3c995616@news.povray.org>
Hmm, sounds like a single color with a wood normal. I haven't tried this since I was
working on the hillbilly outhouse. At the time
I used a height_field.

It was just yesterday I was thinking about sails, and how to do them in Pov. I'll be
following your effort here, to be sure!

It's awful! You've inspired me, but at the same time I have come to realize I cannot
render everything I would like to. You know
you've been rendering too long when...

Grim


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From: Hugo
Subject: Re: (fwd) USS Niagara - USS-Niagara.png
Date: 21 Mar 2002 03:50:39
Message: <3c999edf$1@news.povray.org>
>I have been modeling with this great program for about a year now. I
>finaly decided to tackle a big project that would stretch my abilities. i
>am modelling the USS Niagara. Here is a WIP picture. Anybody
>have any ideas on painted wood textures?

Hi Tim, welcome here! Nice to see your project. Actually I have been using
Povray for 5 years, but a project like yours would still be a big challange
for me! As for the painted wood ... there are many possibilities.

You could have 2 layered textures. One wood, one paint. That way, the paint
could be imperfect by not covering the wood everywhere. This would be
realistic, but shouldn't be exaggerated. The paint could be shiny (have
specular reflection) but not the wood, of course.

There are some great bitmap textures (images) on the net that simulates wood
and paint. If you decide to use some of them, you will need to apply the
textures individually to each object (almost).. Because they can't easily be
wrapped around shapes, as you probably know, they are instead projected onto
shapes, normally, like a ... oh no, I can't find the english word for it...
a device that projects images on a wall.. With procedural textures however
this might be easier.

Some things depend on what level of detail you desire. If you want to use
height_fields, it will be mostly beneficial at close up's.. Otherwise I
recommend that you concentrate on the textures, and less on very detailed
modelling (like having height_fields, rounded edges, real surface
displacement / dents .. you don't have any of this yet) And by the way,
don't forget to add some dirt especially outside the ship where the water
touch it, and some small green stuff at places .. but not too much unless
it's a wreck.  :o)

Well, these were some general thoughts of mine, hope you can use some of
them.. I'm looking forward to see the project goes on!

Regards,
Hugo


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