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news:3c5ce41e@news.povray.org...
> That's a really fun scene. I think it's great.
Thank you very much.
>A few things that might
> help...
> 1. I think the phong value on the green bug-eyed car thing is a bit too
> high. It just looks too glossy for plastic.
Well, it's a specular value, but I think reflection contributes to the
effect. It's something that must be adjusted (the baby walker looks like it
has been bought an hour ago) and that I have in my to-do list.
> 2. By the color of the light source, I'd say it's a fluorescent, but by
the
> sharpness of the shadows (I know it's an area light, but I think it needs
to
> be spread out more), it looks more like the light is coming from a single
> light bulb.
Yes, the area light is 'compressed' in a little space to look like as if
came from a single light blub. When I've tried to scale it up, the shadows
were all wrong. I have to try the light macro made by Jaime Vives to see
what happens (I'm too busy on modelling and texturing right now).
> 3. The antialiasing is doing some funky kind of swirl pattern across your
> new bulletin board. I'm not sure how to fix that, but it looks a little
> odd.
It has to do with the resolution. If I render the picture bigger it
disappears. In the final render that will be fixed.
> 4. I think radiosity would help your picture lots.
I think so, but I don't know if I'll have time enough to test it (if not for
the IRTC, sure that I will try in the future).
> 5. Is your floor a repeating image map? It would be nicer if the
woodgrain
> wasn't the same in each tile. If it is an image map, a simple solution
> would be to make the square tile transparent in a GIF, then put a wood
> texture underneath the whole thing. Just a thought.
Yes, the floor is a repeating image map done in Photoshop. I'm trying to get
a decent carpet now so most of the floor will not be seen.
> Anyway, I love your modelling. Keep working at it.
Thank you again, and thank you for your comments.
Bye
--
Txemi Jendrix
tji### [at] euskalnet net
http://www.geocities.com/txemijendrix
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