 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> 3) Add some props - skulls or bodies on posts, gaurds, statues, perhaps
> some ravens....
i was thinking about props too. my thought was to have an abandoned,
maybe broken, wagon close to the wall that shows it is much smaller than
the wall gate. then, place the cam close to it at eye level, looking up
at the wall. also, change aspect ratio to portrait rather than
landscape to enhance the 'up looking' of the camera.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
i thought he was trying to model a real wall. if so, he can't
arbitrarily change things from what is real to what we think would be
fantastic.
Jamie Davison wrote:
>
> On Mon, 25 Sep 2000 08:54:38 -0700, Wolfgang Manousek wrote...
> > nice picture
> > ... my 2 cent
> >
> >
> > - this thing needs a bigger gate! how can they get whole armies through this
> > dinky gate
>
> Maybe it's designed to make it harder for opposing forces to get in than
> for your forces to get out. Which is sort of feasible if it's designed
> and placed to hold a strategic pass until reinforcements can arrive from
> other sources.
>
> > - what about good old - how do you call them - those big water areas around
> > castles ?
>
> Moat.
>
> Bye for now,
> Jamie.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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-online de> 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
>
>
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Marc-Hendrik Bremer
Subject: Re: The Fortress of Torganswall (160 kb)
Date: 25 Sep 2000 18:15:46
Message: <39cfce92$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Lowering the camera helps a bit. I'll probably have to work out more of the
surrounding landscape to make obvious, why this is a good place for the
fortress.
I have indeed seen such a wall a few days ago - but it was a modern one and
only a garden wall. I just don't wanted to build it out of hundreds of
single bricks. So I stuck to the crackle pattern, added another one and made
an isosurface out of it. The brick-pattern seems to be not very useful for
isosurfaces (it is extremely slow if turbulence is used, because it needs
very "low" accuracy). Any suggestions to make the brickwork more regular and
the stones more rectangular?
Marc-Hendrik
Tom Melly schrieb in Nachricht <39cf4f6d$1@news.povray.org>...
>For imposing, I'd suggest lowering the camera to eye-level. Not sure if
this
>will help that much - the place, for a fortified building, looks somehow
>cheerful. I'm not sure about the brickwork - is it based on a known
>technique?
>
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Marc-Hendrik Bremer
Subject: Re: The Fortress of Torganswall (160 kb)
Date: 25 Sep 2000 18:24:35
Message: <39cfd0a3$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Yes ok. The cameraposition was more chosen to show the details clearly. An
eye-level shot looks better. I'll make some off-center shots when I find a
good way to make a convincing surrounding landscape.
Marc-Hendrik
John Doe schrieb in Nachricht <39cf5283@news.povray.org>...
>too symetric. and don't put it right in the center of the picture, better
be
>a little off-center
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Marc-Hendrik Bremer wrote:
> Hi!
Hi!
I'd say lower the camera more to eye level, move it slightly off to the side,
and increase the FOV (camera angle). Also, I think a different aspect ratio
might suit it, forts are kind of oblong. I'd maybe go for photographic 2:3.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Marc-Hendrik Bremer
Subject: Re: The Fortress of Torganswall (160 kb)
Date: 25 Sep 2000 18:37:44
Message: <39cfd3b8@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Rune schrieb in Nachricht <39cf6b2b@news.povray.org>...
>"Marc-Hendrik Bremer" wrote:
>> Here is the scene Pic I work on.
>
>I like it!
Thank you!
>
>> It refuses to look imposing or something like that.
>
>Like Tom said, try lowering the camera to eye-level.
>
Yes.
>> I want to look it good as independent of these things as possible.
>
>Hmm... You can't expect to make a building that will look imposing no
matter
>from which angle it is shown.
That is probably right. It don't have to look imposing from all angels, but
I hope I can make it in a way, that is okay for many camera positions.
>
>The walls could need improvements. Are the stones just lit very brightly or
>did you use a slope pattern to place snow on top of them? I don't think
snow
>will stick to a wall like that. Either it sticks to the whole wall or not
at
>all (I think). Also, the stones seem to be placed in some blue-greyish
>mortar. Try to make the stones more visible and the mortar less visible.
>
There is indeed a slope pattern with snow. Torganswall is located in
everlasting ice, so I thought there should be some snow in the rifts.
Anyway, I reduced the mortar a bit, perhaps not enough yet. Do you know a
way to make a more regular looking wall without using hundreds of bricks?
>By the way, it's some very nice Danish flags you have there! 8-D
:-) Lack of creativity and the Danish flag is good for a procedural texture.
Marc-Hendrik
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Marc-Hendrik Bremer
Subject: Re: The Fortress of Torganswall (160 kb)
Date: 25 Sep 2000 18:40:14
Message: <39cfd44e@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Perhaps I'll try. For now there is not much to show for the larger angle ...
Marc-Hendrik
Thomas Willhalm schrieb in Nachricht ...
>Yes, and I would try a larger angle, too (simulating a wide-angle camera).
>
>Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Marc-Hendrik Bremer
Subject: Re: The Fortress of Torganswall (160 kb)
Date: 25 Sep 2000 18:46:30
Message: <39cfd5c6@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Zeger Knaepen schrieb in Nachricht <39cf6d12@news.povray.org>...
>I like it, actually.
Thanks!
>But... (Always a 'but')
>Try lowering the camera-viewpoint (pointing a little bit upwards).
Yes.
>And turn the camera slightly to the side. It will make things look bigger.
Yes.
>And I think it would be more imposing if you rendered a night-view. Maybe
>with some nice light effects with torches and the moonlight,...
>
I like the night-views too, but i think i'll try some day shots for the
moment ... well, maybee not.
Marc-Hendrik
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Marc-Hendrik Bremer
Subject: Re: The Fortress of Torganswall (160 kb)
Date: 25 Sep 2000 19:00:53
Message: <39cfd925@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Mick Hazelgrove schrieb in Nachricht <39cf71a7@news.povray.org>...
>I agree with all the above.
>
>Also:
> 1) widen the pic, move fortress to one side and add an imposing
mountain
>and precipice.
Yes, that would be good. But I don't know how to make a good landscape for
this. A Hf would work, but the resolution would be a problem. RidgeMFs are
nice but seems to be hard to control. Well, I'll see ...
>
> 2) Darken and add a dramatic sky
>
I'm trying the layered-planes clouds from Sumuel Benge right now. Looks
promising.
> 3) Add some props - skulls or bodies on posts, gaurds, statues, perhaps
>some ravens....
>
I would like to populate the scene with some of the Blobman-Guards I made
and perhaps some others, but it is not that easy to make comvinving winter
clothing for me. Skulls and bodies on posts are out for this fortress
because of culturell reasons. Statues are a good idea perhaps some
gargoyles.
>Mick
>
>BTW - I may be able to help with a raven model.
It would be nice if you could. What is it - a mesh?
Thanks,
Marc-Hendrik
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |