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Something a little easier. First test on modelling, texturing, and
lighting. Modelled in Wings, prodcedural texture.
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Attachments:
Download '046b.jpg' (31 KB)
Preview of image '046b.jpg'
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excellent
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Impressive
Mick
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It kicks in the ass ;-)
Ouch!
Impressive
Marc
40ac18fc@news.povray.org...
> Something a little easier. First test on modelling, texturing, and
> lighting. Modelled in Wings, prodcedural texture.
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Really nice shoes, and really nice to see fellow Wing'ers. That's the two
greatest freeware tools - Wings3d and POV-Ray!
Well, the shoes are very dark - not sure it's unrealistic - but it doesn't
help us in judging the shape.
Regards,
Hugo
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Hmmm... with images like this, I might get my wife to become interested
POV-Ray. :-)
Great job!
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If you trace the horizon line of the ground plane (cylinder actually),
you come to a point where it, the far inside edge of the heel of the
farther shoe, and the far top egde of the throat of the near shoe all
intersect at the same point. According to the norms of good composition
this is a no no. But I am not sure whether it adds or detracts to this
picture or just doesn't matter. Any opinions?
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Roberto Amorim wrote:
> Hmmm... with images like this, I might get my wife to become interested
> POV-Ray. :-)
LOL. Well I *am* a fetishist, but *not* a cross-dresser. Does your
wife have a designer/brand she likes? Via Spiga designs I like, obviously.
>
> Great job!
>
Thanks, The grain is still a little coarse, like calf, these shoes would
look great in a very black, fine-grained kid. But not patent, I hate
patent.
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Hugo Asm wrote:
> Really nice shoes, and really nice to see fellow Wing'ers. That's the two
> greatest freeware tools - Wings3d and POV-Ray!
Made extensive use of the "Intrude" function with this model. Also the
new "Slide" tool. Bigtime use of the slide tool actually.
The next challenge is to get some really fine detailing such as
stitching without getting artificting or ridiculously heavy mesh. Two
approaches I want to explore are: to try and simulate sub-d techniques
in-so-far as looking for ways to apply fine mesh just to certain
features with graceful transitions to more broadly treated areas, or,
making the mesh solid and using csg differencing to achieve certain
topography.
>
> Well, the shoes are very dark - not sure it's unrealistic - but it doesn't
> help us in judging the shape.
>
Yes, I was definitely trying too get the rich effect of a very dark,
lusterous black, and at the same time deliver tactile surface quality.
For I long time I got either the look of patent leather (yuck!) or
leatherette (equal yuck!) or something similarly artificial looking...
or else just too dark to see any surface form.
I started getting results approximating what I wanted with two
"breakthroughs". First, cranking the specular up over 1 in the finish.
Second, specifyinging a poly_wave with a fractional exponent value in
my crackle texture.
Hope I can refine the results further.
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Marc Jacquier wrote:
> It kicks in the ass ;-)
> Ouch!
LOL. For fifteen years I painted still life scenes of shoes. The puns
just never end. "It's a new 'step', it really 'stinks', it has 'soul',..."
> Impressive
>
Thank yee.
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