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Ken Matassa wrote:
>
> I started this back in February with the intent of it being the
> focus of an entry in the IRTC. Once I realized I wasn't going to
> make the deadline, I stopped work on it. Recently I had the urge
> to take another look at it.
It's a crying shame this didn't make it in time for the IRTC. It would
have been a contender in the right setting. It has a very high quality
feel to it and I really like the way you blended the bottom with the
top half. You know of course now that you have shown this to us we
expect you to keep going with it and I look foreward to seeing what
else you do with it. I heard mention of a forrest which seems a logical
progression as well as perhaps a small height field to act as a root
mound at the base along with some grass or some such ground cover.
--
Ken Tyler - 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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So very good, guessing there was 'radiosity' used to get that textured
look?
Bob
Larry Fontaine <lfo### [at] isdnet> wrote in message
news:380103BE.1A3DEBE5@isd.net...
> I'd say it looks 99.99% complete. Modeling and texturing are perfect,
> now you could maybe add a little to the inside. Then you should put it
> in a nice forest background or something like a scene out of Riven, and
> it'd look just like a photograph!
>
> Ken Matassa wrote:
>
> > I started this back in February with the intent of it being the
> > focus of an entry in the IRTC. Once I realized I wasn't going to
> > make the deadline, I stopped work on it. Recently I had the urge
> > to take another look at it.
> >
> > The structure is made up of 792 besier patches and represents one
> > half of a pod house as envisioned by James Gurney in his book
> > "Dinotopia The World Beneath". It was modeled in Moray 2.5b and
> > rendered with POVRAY 3.0. (If you are interested in seeing what
> > the finished structure should look like, find a copy of the book
> > and look at the illustration on page 62.)
> >
> > I haven't decided how I am going to proceed with the project. I'm
> > not happy with the overall proportions, and the problems I had with
> > DOS extender crashes while combining the individual sections, each
> > of which was created as a separate file to save modeling time, make
> > me want to try redoing it using meshes instead of besier patches.
> > The textures are currently rudimentary.
> >
> > Ken Matassa
>
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Ken Matassa wrote:
>
Wow.
I like.
Very good details and organic shapes.
Hmmm...
Remco
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Brilliant - please finish
Mick
Ken Matassa <kma### [at] pacbellnet> wrote in message
news:380### [at] pacbellnet...
> I started this back in February with the intent of it being the
> focus of an entry in the IRTC. Once I realized I wasn't going to
> make the deadline, I stopped work on it. Recently I had the urge
> to take another look at it.
>
> The structure is made up of 792 besier patches and represents one
> half of a pod house as envisioned by James Gurney in his book
> "Dinotopia The World Beneath". It was modeled in Moray 2.5b and
> rendered with POVRAY 3.0. (If you are interested in seeing what
> the finished structure should look like, find a copy of the book
> and look at the illustration on page 62.)
>
> I haven't decided how I am going to proceed with the project. I'm
> not happy with the overall proportions, and the problems I had with
> DOS extender crashes while combining the individual sections, each
> of which was created as a separate file to save modeling time, make
> me want to try redoing it using meshes instead of besier patches.
> The textures are currently rudimentary.
>
> Ken Matassa
>
----------------------------------------------------------------------------
----
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Ken
This is really good, keep going with it. I've never seen
the book, but I'm sure that when finished it will tell its'
own story.
Ken Matassa wrote:
>
> I started this back in February with the intent of it being the
> focus of an entry in the IRTC. Once I realized I wasn't going to
> make the deadline, I stopped work on it. Recently I had the urge
> to take another look at it.
>
> The structure is made up of 792 besier patches and represents one
> half of a pod house as envisioned by James Gurney in his book
> "Dinotopia The World Beneath". It was modeled in Moray 2.5b and
> rendered with POVRAY 3.0. (If you are interested in seeing what
> the finished structure should look like, find a copy of the book
> and look at the illustration on page 62.)
>
> I haven't decided how I am going to proceed with the project. I'm
> not happy with the overall proportions, and the problems I had with
> DOS extender crashes while combining the individual sections, each
> of which was created as a separate file to save modeling time, make
> me want to try redoing it using meshes instead of besier patches.
> The textures are currently rudimentary.
>
> Ken Matassa
>
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjeln/
or http://start.at/zero-pps
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I love iT! I think the textures looks good as they are. It somehow
reminds me of one of my favorite childhood movies, The Secret of Nimh.
Ken Matassa wrote:
> I started this back in February with the intent of it being the
> focus of an entry in the IRTC. Once I realized I wasn't going to
> make the deadline, I stopped work on it. Recently I had the urge
> to take another look at it.
>
> The structure is made up of 792 besier patches and represents one
> half of a pod house as envisioned by James Gurney in his book
> "Dinotopia The World Beneath". It was modeled in Moray 2.5b and
> rendered with POVRAY 3.0. (If you are interested in seeing what
> the finished structure should look like, find a copy of the book
> and look at the illustration on page 62.)
>
> I haven't decided how I am going to proceed with the project. I'm
> not happy with the overall proportions, and the problems I had with
> DOS extender crashes while combining the individual sections, each
> of which was created as a separate file to save modeling time, make
> me want to try redoing it using meshes instead of besier patches.
> The textures are currently rudimentary.
>
> Ken Matassa
--
Samuel Benge
STB### [at] aolcom
"And you can fly
High as a kite if you want to
Faster than light if you want to
Speeding through the universe
Thinking is the best way to travel"
-The Best Way to Travel, The Moody Blues
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Kevin Wampler wrote:
> I recognized it immediately. I am quite impressed with the modeling, since I
> know that organic shapes can be very difficult, and you have done such a good
> job. I sincerely hope that you continue this project, I would love to see
> the completed house. I had actually considered trying to model the same
> thing in Pov, but I never got around to it. Maybe next you can try your hand
> at Waterfall City.
I've thought of doing Waterfall City at some later time, as well as Tent
Pole of The Sky.
Ken Matassa
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>
> That's bloody brilliant!!!
> The modelling is astonishing and the textures are very nice.
> Wish I was able to model something even remotely like that
It was also bloody frustrating! you can't imaging the long hours of
tweeking it took to get the variouse patches to line up without gaps.
Ken Matassa
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Bob Hughes wrote:
>
> So very good, guessing there was 'radiosity' used to get that textured
> look?
Actualy, no. Radiosity was turned off for this rinder. I have another
render done with radiosity on. Looks quite different. Actualy looks as
if it is glowing. I'll post it if you like.
Ken Matassa
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Ken wrote:
> It's a crying shame this didn't make it in time for the IRTC. It would
> have been a contender in the right setting. It has a very high quality
> feel to it and I really like the way you blended the bottom with the
> top half. You know of course now that you have shown this to us we
> expect you to keep going with it and I look foreward to seeing what
> else you do with it. I heard mention of a forrest which seems a logical
> progression as well as perhaps a small height field to act as a root
> mound at the base along with some grass or some such ground cover.
That is very close to what I envisioned the final scene to look like.
Ken Matassa
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