POV-Ray : Newsgroups : povray.binaries.images : Terrain for Myst-Like Game II ~ 200k Server Time
13 Nov 2024 01:47:20 EST (-0500)
  Terrain for Myst-Like Game II ~ 200k (Message 1 to 8 of 8)  
From: Aaron Gillies
Subject: Terrain for Myst-Like Game II ~ 200k
Date: 22 Dec 2004 21:59:18
Message: <41ca3486@news.povray.org>
Folks:

Please see the attached image ...

As I mentioned in the previous post, I was sort of fiddling around with 
ideas for the terrain of a Myst-like game.  I took the base scene that I 
had before and added some structures to it.  I hope that it is starting 
to look good.  Any feedback is greatly valued.

Aaron


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Attachments:
Download 'test.jpg' (179 KB)

Preview of image 'test.jpg'
test.jpg


 

From: Thomas Lake
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 23 Dec 2004 01:02:41
Message: <41ca5f81$1@news.povray.org>
Aaron Gillies wrote:
> Folks:
> 
> Please see the attached image ...
> 
> As I mentioned in the previous post, I was sort of fiddling around with 
> ideas for the terrain of a Myst-like game.  I took the base scene that I 
> had before and added some structures to it.  I hope that it is starting 
> to look good.  Any feedback is greatly valued.

Definitely starting to look Myst like. Again until more is added to the 
scene scale is still a bit of an issue. Judging from the handrails 
around the building the central island looks to be about 30-40 feet 
height, about the height of a large house. If that's the scale you are 
going for then it looks right. If not then you might want to adjust the 
structures around it, lower their ceilings, make the handrails much 
lower and with twice the number or more of posts etc.. The scale will 
become more obvious of course once you have added more detail.


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From: Slime
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 23 Dec 2004 01:17:30
Message: <41ca62fa@news.povray.org>
> As I mentioned in the previous post, I was sort of fiddling around with
> ideas for the terrain of a Myst-like game.  I took the base scene that I
> had before and added some structures to it.  I hope that it is starting
> to look good.  Any feedback is greatly valued.

The structures look very good; they actually shadow the island in terms of
realism/attractiveness, so you might have to work on the island some more to
make up for that. =)

Consider that, during actual gameplay, it might be hard (at this point) to
know which structure you're in, since the view towards the island looks
almost identical regardless of which one you're in (there'll be one
structure to the left and another to the right).

 - Slime
 [ http://www.slimeland.com/ ]


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From:
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 23 Dec 2004 04:11:56
Message: <noe.falzonPASDEPUB-11D9CD.10115523122004@news.povray.org>
I'm begining to like it !
The water is perfect for a Myst-like, by the way !

Good luck !

NF
-- 
"Je ne deteste que les bourreaux" -- Albert Camus



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From: LightBeam
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 23 Dec 2004 04:43:33
Message: <41ca9345$1@news.povray.org>

> Folks:
> 
> Please see the attached image ...
> 
> As I mentioned in the previous post, I was sort of fiddling around with 
> ideas for the terrain of a Myst-like game.  I took the base scene that I 
> had before and added some structures to it.  I hope that it is starting 
> to look good.  Any feedback is greatly valued.
> 
> Aaron
> 
> ------------------------------------------------------------------------
> 
Whao ! Thats became really interesting ! Nice textures :-)


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From: Aaron Gillies
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 23 Dec 2004 09:30:31
Message: <41cad687$1@news.povray.org>
Folks:

Thanks for the respond on my image.

I agree that scale is sort of confusing here.  It is always a big issue 
for me.  I think one of the crucial things is getting the textures to be 
scaled in the proper proportions to the objects.  Also, I like shiny 
stuff -- it makes for an appealing image -- but it detracts from any 
sense of realism in the scene.  So I will have to work on making the 
copper texture of the building tarnished, while still making it look 
like copper.

When I come back to my work after not looking at it for a long time, it 
always seems like the objects are too reflective, too specular and their 
  textures are two large for the object size.  This tends to make them 
look like toys rather than real things.  Although, it is comforting to 
think that the original Myst also had this problem. :)

Aaron


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From: Thomas Lake
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 23 Dec 2004 17:10:16
Message: <41cb4248$1@news.povray.org>
Aaron Gillies wrote:
> Folks:
> 
> Thanks for the respond on my image.
> 
> I agree that scale is sort of confusing here.  It is always a big issue 
> for me.  I think one of the crucial things is getting the textures to be 
> scaled in the proper proportions to the objects.  Also, I like shiny 
> stuff -- it makes for an appealing image -- but it detracts from any 
> sense of realism in the scene.  So I will have to work on making the 
> copper texture of the building tarnished, while still making it look 
> like copper.
> 
> When I come back to my work after not looking at it for a long time, it 
> always seems like the objects are too reflective, too specular and their 
>  textures are two large for the object size.  This tends to make them 
> look like toys rather than real things.  Although, it is comforting to 
> think that the original Myst also had this problem. :)

I agree that properly scaled textures can go a long way to improving the 
overall sense of scale in an image. However you also have to remember 
that you are dealing here with a fantasy landscape so some artistic 
license is in order. I agree you might want to turn down the specularity 
of the domes a bit, but don't go too far either, you'd be surprised how 
bright a pure coper dome of this size would look in bright sunlight.


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From: Aaron Gillies
Subject: Re: Terrain for Myst-Like Game II ~ 200k
Date: 27 Dec 2004 23:40:14
Message: <41d0e3ae$1@news.povray.org>
> I agree that properly scaled textures can go a long way to improving the 
> overall sense of scale in an image. However you also have to remember 
> that you are dealing here with a fantasy landscape so some artistic 
> license is in order. I agree you might want to turn down the specularity 
> of the domes a bit, but don't go too far either, you'd be surprised how 
> bright a pure coper dome of this size would look in bright sunlight.

Thanks for the comment ...  I think I get what you are trying to say 
here.  I tried to incorporate a bit of this wisdom into the next round 
of the image ...

Aaron


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