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This scene was inspired by the '80's music video of "keeping the dream
alive". Was it Freitag that did that song?. The idea is to have a bass
playing by itself while throwing different shadows resembling diferent
styles of music, which in turn is derived from the Rock and Jazz/Classical
inspiration of the bass guitar's design.
The bass is mostly hand-coded b_splines (all the wood bits). The shadows are
image_mapped triangles in front of spotlights. I'm hoping to have this
finished in time for the IRTC. I'm guessing render-time was about 2hours. I
need to do something about the drums, maybe take them out completely.
Comments, suggestions and help welcome.
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
Post a reply to this message
Attachments:
Download 'BassScene.jpg' (140 KB)
Preview of image 'BassScene.jpg'
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> This scene was inspired by the '80's music video of "keeping the dream
> alive". Was it Freitag that did that song?. The idea is to have a bass
Frei Heit. I'm going to have to queue it on my playlist now :-(
--
Now as he walked by the sea of Galilee, he saw Simon and Andrew his
brother casting a spam into the net: for they were phishers. And Jesus
said unto them, Come ye after me, and I will make you to become phishers
of men. And straightway they forsook their nets, and followed him.
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"Daniel Hulme" <pho### [at] isticorg> wrote in message
news:200### [at] mekanorimonisticorg...
>> This scene was inspired by the '80's music video of "keeping the dream
>> alive". Was it Freitag that did that song?. The idea is to have a bass
>
> Frei Heit. I'm going to have to queue it on my playlist now :-(
>
>
I'm terrible with names... :-(
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
Post a reply to this message
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Oops! Hand codes bicubic_patches not b_spline. I guess I was very tired when
I posted that. :-|
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
Post a reply to this message
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Nekar Xenos wrote:
> This scene was inspired by the '80's music video of "keeping the dream
> alive". Was it Freitag that did that song?. The idea is to have a bass
> playing by itself while throwing different shadows resembling diferent
> styles of music, which in turn is derived from the Rock and Jazz/Classical
> inspiration of the bass guitar's design.
>
> The bass is mostly hand-coded b_splines (all the wood bits). The shadows are
> image_mapped triangles in front of spotlights. I'm hoping to have this
> finished in time for the IRTC. I'm guessing render-time was about 2hours. I
> need to do something about the drums, maybe take them out completely.
> Comments, suggestions and help welcome.
>
>
>
Nice concept.
The grainy texture on the amp seems the least believable. Also the
textures of the guitar don't seem quite right, I think more specular
and/or reflection? The blurred grainy quality of the shadows is okay
but the sharp grain on the side walls is obtrusive.
Post a reply to this message
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"Jim Charter" <jrc### [at] msncom> wrote in message
news:4448d3b3$1@news.povray.org...
> Nice concept.
>
> The grainy texture on the amp seems the least believable. Also the
> textures of the guitar don't seem quite right, I think more specular
> and/or reflection? The blurred grainy quality of the shadows is okay but
> the sharp grain on the side walls is obtrusive.
>
Thanks Jim,
I'll see what I can do. I think I should try comparing with photographs.
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
Post a reply to this message
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Nekar Xenos wrote:
> "Jim Charter" <jrc### [at] msncom> wrote in message
> news:4448d3b3$1@news.povray.org...
>
>>Nice concept.
>>
>>The grainy texture on the amp seems the least believable. Also the
>>textures of the guitar don't seem quite right, I think more specular
>>and/or reflection? The blurred grainy quality of the shadows is okay but
>>the sharp grain on the side walls is obtrusive.
>>
>
>
> Thanks Jim,
>
> I'll see what I can do. I think I should try comparing with photographs.
>
>
How are you getting that grain? I got a similar effect once by spacing
the grid of my area light very large relative to its distance to the
subject.
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"Nekar Xenos" <go_### [at] yahoocom> wrote in message
news:4446905f@news.povray.org...
> I need to do something about the drums, maybe take them out completely.
Or move the drums? I notice that they are eating through the ground plane
atm. I like the drum shadow there, the shadow thing works for me overall,
but maybe just move the drums back a little.
The cover (gauze) over the the actual speaker needs to be almost black
where you can't see the speaker through it, (save you some work I think).
I have a Sessionette:75 and I can't see the speaker from (literally) two
feet away through the gauze.
> Comments, suggestions and help welcome.
I'll go with Jims thoughts on the bass finish.
~Steve~
>
>
> --
> -Nekar Xenos-
> ----------------------------------------
> "The truth is out there..."
>
>
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The modelling on the guitar and the shadow effect are good I don't like the
grainy textures very much especially the ones on the left and right walls,
the speaker I think will look much better with higher AA settings and the
guitar strings look a bit strange which again may improve with AA. Also I
agree with the earlier comment that the guitar texture needs to be more
shiny. I have been lazy and only modelled the top part of a guitar for my
IRTC entry..
Sean
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"Jim Charter" <jrc### [at] msncom> wrote in message
news:444a4f68$1@news.povray.org...
> Nekar Xenos wrote:
>> "Jim Charter" <jrc### [at] msncom> wrote in message
>> news:4448d3b3$1@news.povray.org...
>>
>>>Nice concept.
>>>
>>>The grainy texture on the amp seems the least believable. Also the
>>>textures of the guitar don't seem quite right, I think more specular
>>>and/or reflection? The blurred grainy quality of the shadows is okay but
>>>the sharp grain on the side walls is obtrusive.
>>>
>>
>>
>> Thanks Jim,
>>
>> I'll see what I can do. I think I should try comparing with photographs.
>>
>>
> How are you getting that grain? I got a similar effect once by spacing
> the grid of my area light very large relative to its distance to the
> subject.
All the grainy bits are granite textures. I made the mistake of not setting
the normal size, that's fixed up now.
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
Post a reply to this message
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