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From: Aaron Gillies
Subject: Terrain for Myst-Like Game III ~200 Kb
Date: 28 Dec 2004 00:02:26
Message: <41d0e8e2@news.povray.org>
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I just wanted to quickly post the latest version of my Myst-like (well,
supposedly) scene. In this one, I have been working on the copper
texture so that it retains the level of highlighting that makes it
interesting, while at the same time looking more "sea-tarnished," if
that is such a thing.
I added in some bridges, but I am deeply dissatisfied with them. I'm
wondering if the structures should not be a combination of copper and a
sort of cream-colored masonry ... And if the bridges should be the
same. Maybe arched. I don't know.
Aaron
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Attachments:
Download 'test_bridge.jpg' (182 KB)
Preview of image 'test_bridge.jpg'
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From: Oskar Bertrand
Subject: Re: Terrain for Myst-Like Game III ~200 Kb
Date: 28 Dec 2004 00:31:59
Message: <41d0efcf@news.povray.org>
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Aaron Gillies wrote:
> I just wanted to quickly post the latest version of my Myst-like (well,
> supposedly) scene. In this one, I have been working on the copper
> texture so that it retains the level of highlighting that makes it
> interesting, while at the same time looking more "sea-tarnished," if
> that is such a thing.
There is such a thing... and it looks like this... :-)
Oskar
Post a reply to this message
Attachments:
Download 'patina.jpg' (92 KB)
Preview of image 'patina.jpg'
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From: Jaime Vives Piqueres
Subject: Re: Terrain for Myst-Like Game III ~200 Kb
Date: 28 Dec 2004 03:41:16
Message: <41d11c2c$1@news.povray.org>
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Aaron Gillies wrote:
> I just wanted to quickly post the latest version of my Myst-like (well,
> supposedly) scene. In this one, I have been working on the copper
> texture so that it retains the level of highlighting that makes it
> interesting, while at the same time looking more "sea-tarnished," if
> that is such a thing.
That copper looks very nice and credible, but still a bit too new for
something that was on the sea for years. The proportions seem still
strange, like the mountain being too small in comparison with the metal
structures...
--
Jaime
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> That copper looks very nice and credible, but still a bit too new for
> something that was on the sea for years. The proportions seem still
> strange, like the mountain being too small in comparison with the metal
> structures...
Thanks. Yes, after seeing Oskar's texture, I have realized that the
copper is not really corroded enough to look "realistic." Still, I
don't know if I will change it too much, because I like the way it
looks! And that is not a mountain. It's a rock!
I guess I still have a lot of work to do. :)
Aaron
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IMHO, I think the copper is beautiful. Admittedly, it might not be weather
worn, but if you don't use it in this image, use it in something!
-S
5TF!
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What about some tunnels through the rock so's we can get around without
having to wade? ;-)
Looks great!
--Ralph
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Something about the island or rock's scale looks wrong. the building
structure looks really good though.
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Ross wrote:
> Something about the island or rock's scale looks wrong. the building
> structure looks really good though.
I think it's that the rock is too smooth - not enough detail. There's
lots of great detail in the domes, so the scale looks appropriate for
them. But the rock has a much differense sense of scale (to me) because
the detail level isn't the same.
~Mike
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From: Aaron Gillies
Subject: Re: Terrain for Myst-Like Game III ~200 Kb
Date: 30 Dec 2004 08:56:33
Message: <41d40911@news.povray.org>
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Now this is a real problem. The texture of the rock is created using a
normal_map of granite textures scaled in different ways to give it that
"stretched lava" look. If the texture were smaller, you would be able
to see that the rock is a fairly low-res height field.
Aaron
Mike Thorn wrote:
> Ross wrote:
>
>> Something about the island or rock's scale looks wrong. the building
>> structure looks really good though.
>
>
> I think it's that the rock is too smooth - not enough detail. There's
> lots of great detail in the domes, so the scale looks appropriate for
> them. But the rock has a much differense sense of scale (to me) because
> the detail level isn't the same.
>
> ~Mike
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Aaron Gillies wrote:
> Now this is a real problem. The texture of the rock is created using a
> normal_map of granite textures scaled in different ways to give it that
> "stretched lava" look. If the texture were smaller, you would be able
> to see that the rock is a fairly low-res height field.
Try adding a texture on top of that...?
~Mike
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