POV-Ray : Newsgroups : povray.binaries.images : Evolution Stage IV Server Time
23 Apr 2024 06:27:46 EDT (-0400)
  Evolution Stage IV (Message 1 to 7 of 7)  
From: Pekka Aho
Subject: Evolution Stage IV
Date: 6 Mar 2016 01:20:04
Message: <web.56db130ed937ded5f91e65a60@news.povray.org>
Evolution Stage IV.

Working on a 9-part concept for the evolutionary development of the creature in
my sci-fi game project. This one is the last aquatic only stage. :)

Total render time: 24h 31m 26s


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From: dick balaska
Subject: Re: Evolution Stage IV
Date: 6 Mar 2016 02:32:11
Message: <56dbdcfb$1@news.povray.org>
On 3/5/2016 12:10 PM, Pekka Aho wrote:
> Evolution Stage IV.

I call dibs on half the wishbone!

> Total render time: 24h 31m 26s

On a what?

-- 
dik


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From: Pekka Aho
Subject: Re: Evolution Stage IV
Date: 6 Mar 2016 04:35:00
Message: <web.56dbf9b03e4dc2767cfefe320@news.povray.org>
dick balaska <dic### [at] buckosoftcom> wrote:
>
> On a what?
>

On an AMD FX-8350.


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From: Jaime Vives Piqueres
Subject: Re: Evolution Stage IV
Date: 6 Mar 2016 04:46:10
Message: <56dbfc62@news.povray.org>

> Evolution Stage IV.

   Fascinating... very "alienesque". But in all your creatures I'm
missing something (maybe a mouth and/or eyes) to make them look more
like they are alive.

> Total render time: 24h 31m 26s

   Looks like too much given your CPU... it's subsurface{} the culprit?

--
jaime


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From: Pekka Aho
Subject: Re: Evolution Stage IV
Date: 6 Mar 2016 05:25:00
Message: <web.56dc047f3e4dc27662caf38f0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
>    Fascinating... very "alienesque". But in all your creatures I'm
> missing something (maybe a mouth and/or eyes) to make them look more
> like they are alive.

Actually, I've been leaving out eg. eyes and mouth in purpose to give more
distant, obscure and out-of-our-world feeling to my creatures. :) Personally I
like the "faceless" look for some reason. Yes, I'm weird. :D

>    Looks like too much given your CPU... it's subsurface{} the culprit?

Yeah, it's pretty much everything together in my scenes: radiosity, focal blur,
area lights and SSLT that keep hitting my rig on its knees. I've planned to
invest on a double-Xeon machine next time I build myself a new comp. :)


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From: Bald Eagle
Subject: Re: Evolution Stage IV
Date: 6 Mar 2016 11:20:00
Message: <web.56dc58923e4dc2765e7df57c0@news.povray.org>
Those are really beautiful texturing and lighting effects.
Very nice work with the sslt!
[high-five to Christoph for getting it work so well!]

At first I thought it was a skeleton - it's got a lovely bone-like look to it.
Are you using blobs to get such nice smooth shapes?


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From: Pekka Aho
Subject: Re: Evolution Stage IV
Date: 6 Mar 2016 14:05:01
Message: <web.56dc7ec33e4dc2767deb548d0@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> Those are really beautiful texturing and lighting effects.
> Very nice work with the sslt!
> [high-five to Christoph for getting it work so well!]

Many thanks & cheers! :)

And truly eternal thanks to Mr. Lipka for SSLT, I couldn't live without it
anymore! :D

> At first I thought it was a skeleton - it's got a lovely bone-like look to it.
> Are you using blobs to get such nice smooth shapes?

Actually, I've modelled all my alien life form creatures in TopMod. Of course I
generally strive for doing as much as possible in POV only, but I've found that
these objects are easiest to create with this nice and small program. Usually I
don't feel at home with actual modellers at all, but TopMod has become to stand
out as a weird and twisted exception. :D Otherwise it's just some one or two
features I use here and there in other programs, for example Silo 2 Pro I tend
to use only rarely for some vertex adjustments, and Wings3D tends to give the
best results in subdivisions. PoseRay then for .obj to .pov conversion, and
that's mostly about it with other tools. POV all the way in everything else
then. :)

About blobs, those are on my yet-to-understand-better list of the features I
still need to study more to get satisfactory results.


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