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  Final SteadFast (Big) (Message 1 to 24 of 24)  
From: H E  Day
Subject: Final SteadFast (Big)
Date: 12 Mar 2000 17:47:39
Message: <38CC19AD.E92369E6@fci.net>
That is, of course, if there is nothing wrong with it.  Fixed the
windows (added a bump_map), and hull texture (increased phong_size and
decreased phong). I'm not gonna change the nacelles, Kettch.  Official
trek style my foot.  How much of an official trek style was the
Dauntless?  Or the Prometheus? Ha.

Also added a "below" view and the lights now are, well, lights.
Comments? Job? Jobs? Pleeeease?
Enjoy!

--
H.E. Day


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From: Sebastian Strand
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 18:31:38
Message: <38cc28da@news.povray.org>
> Also added a "below" view and the lights now are, well, lights.
> Comments?

Marvellous job!
The windows now look like windows as opposed to radioactive blue splotches
;)

¤¤¤¤
¤ Sebastian Strand
¤ E-mail: the### [at] bigfootcom
¤ URL: http://www.zeb.f2s.com/
¤¤¤¤


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From: David Fontaine
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 18:35:04
Message: <38CC28CC.7F57CED2@faricy.net>
What are those brown panels? They have the same problem the windows did IMHO.
The windows look a little better, but I don't know exactly how you could
improve them. They shouldn't neccessarily be the color of the light inside,
but then you'd have to have tiny pics of the rooms or something...
The front view is awesome!

--
___     _______________________________________________
 | \     |_          <dav### [at] faricynet> <ICQ 55354965>
 |_/avid |ontaine        http://www.faricy.net/~davidf/

"The only difference between me and a madman is that I'm not mad." -Dali


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From: H E  Day
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 19:01:59
Message: <38CC2EA2.8258C896@fci.net>
> What are those brown panels? They have the same problem the windows did IMHO.

Escape Pods.  They're supposed to look like that.


> The windows look a little better, but I don't know exactly how you could
> improve them. They shouldn't neccessarily be the color of the light inside,
> but then you'd have to have tiny pics of the rooms or something...

Yup.  It renders slow enough as it is.

> The front view is awesome!

I know. I looks like some evil aquatic animal with red eyes.

--
H.E. Day


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From: Sebastian Strand
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 19:02:24
Message: <38cc3010@news.povray.org>
Forgot to say that there is one thing I don't like: the panels that make up
the hull of the ship should follow the contour of the ship instead of being
arranged in straight rows and columns. Unfortunately this would be very
difficult since you can't uv-map blobs :/

¤¤¤¤
¤ Sebastian Strand
¤ E-mail: the### [at] bigfootcom
¤ URL: http://www.zeb.f2s.com/
¤¤¤¤


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From: Ross Litscher
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 19:10:43
Message: <38cc3203$1@news.povray.org>
David Fontaine <dav### [at] faricynet> wrote in message
news:38CC28CC.7F57CED2@faricy.net...
> What are those brown panels? They have the same problem the windows did
IMHO.
> The windows look a little better, but I don't know exactly how you could
> improve them. They shouldn't neccessarily be the color of the light
inside,
> but then you'd have to have tiny pics of the rooms or something...
> The front view is awesome!
>
>

Yeah, i agree with you on those panels. The overall texture of the ship is
much bettter. except for these panels. whatever they are...

As Sebastian said, the front view is pretty cool looking. I do like how the
large blue glowing things (i don't know any ship terminology) have some kind
of texture on them. same with the yellow-orange glowing thing in the front
view.

from the side, the front of the ship looks like the body of a snook (warm
saltwater fish, very fun to catch... and release) It even has the dark line
going lengthwise down the body.

I really think this ship would benefit from being in a space scene. It
looses a lot just on a white background.

ross.


ps, i'll give you a job. you can start by cleaning my room and making me a
pot of coffee :)


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From: H E  Day
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 19:22:06
Message: <38CC3359.D7642F0A@fci.net>
> As Sebastian said, the front view is pretty cool looking. I do like how the
> large blue glowing things (i don't know any ship terminology) have some kind
> of texture on them. same with the yellow-orange glowing thing in the front
> view.

Yeah, detail helps.


> from the side, the front of the ship looks like the body of a snook (warm
> saltwater fish, very fun to catch... and release) It even has the dark line
> going lengthwise down the body.

Well, I was going for aquatic.

> ps, i'll give you a job. you can start by cleaning my room and making me a
> pot of coffee :)

For that pay?  I don't think so.


--
H.E. Day


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From: Darcy Johnston
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 22:36:14
Message: <38cc622e$1@news.povray.org>
H.E. Day <hed### [at] fcinet> wrote in message news:38CC19AD.E92369E6@fci.net...
> That is, of course, if there is nothing wrong with it.  Fixed the
> windows (added a bump_map), and hull texture (increased phong_size and
> decreased phong). I'm not gonna change the nacelles, Kettch.  Official
> trek style my foot.  How much of an official trek style was the
> Dauntless?  Or the Prometheus? Ha.

The windows look alot better. I was curious, how manu blob objects are
invloved in a project such as this?
And how do you place them? I assume you create some patterns a use while
loops (or something similar) to place them all?
How do you come up with your general shapes and patterns? Are they
mathematical in essence?

Darcy


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From: H E  Day
Subject: Re: Final SteadFast (Big)
Date: 12 Mar 2000 22:56:38
Message: <38CC659C.B1F5D83F@fci.net>
> The windows look alot better. I was curious, how manu blob objects are
> invloved in a project such as this?

Well, the saucer-section is one blob.  the Nacelles are each separate blobs, as
are the struts connecting them to the fuselage.

> And how do you place them?

By hand.

> I assume you create some patterns a use while
> loops (or something similar) to place them all?

Not really.  I did all of it by trial-and-error.  Not as efficient, but it
allows me greater control.

> How do you come up with your general shapes and patterns? Are they
> mathematical in essence?

Pencil and paper. Pencil and paper.  I'm good with traditional art, and usually
start with sketches and doodling.  This helps with the final shape and
textures.

--
H.E. Day


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From: Psychomek
Subject: Re: Final SteadFast (Big)
Date: 13 Mar 2000 08:19:29
Message: <38CCEE7C.728E20F4@cyberhighway.net>
If those Blue thingies are lights they are great but if they are windows they
need to be inset a slight bit.  But otherwise FANTASTIC!

"H.E. Day" wrote:

> That is, of course, if there is nothing wrong with it.  Fixed the
> windows (added a bump_map), and hull texture (increased phong_size and
> decreased phong). I'm not gonna change the nacelles, Kettch.  Official
> trek style my foot.  How much of an official trek style was the
> Dauntless?  Or the Prometheus? Ha.
>
> Also added a "below" view and the lights now are, well, lights.
> Comments? Job? Jobs? Pleeeease?
> Enjoy!
>
> --
> H.E. Day
>
>   ------------------------------------------------------------------------
>  [Image]  [Image]  [Image]  [Image]


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From: Rick [Kitty5]
Subject: Re: Final SteadFast (Big)
Date: 13 Mar 2000 10:39:23
Message: <38cd0bab@news.povray.org>
How about a few 3d shots on a neutral wht background?

Rick

"H.E. Day" <hed### [at] fcinet> wrote in message
news:38CC19AD.E92369E6@fci.net...
> That is, of course, if there is nothing wrong with it.  Fixed the
> windows (added a bump_map), and hull texture (increased phong_size and
> decreased phong). I'm not gonna change the nacelles, Kettch.  Official
> trek style my foot.  How much of an official trek style was the
> Dauntless?  Or the Prometheus? Ha.
>
> Also added a "below" view and the lights now are, well, lights.
> Comments? Job? Jobs? Pleeeease?
> Enjoy!
>
> --
> H.E. Day
>
>


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From: H E  Day
Subject: Re: Final SteadFast (Big)
Date: 13 Mar 2000 14:27:32
Message: <38CD3FC8.71E30464@fci.net>
> If those Blue thingies are lights they are great but if they are windows they
> need to be inset a slight bit.  But otherwise FANTASTIC!

Windows. And they are inset.  The bump_map had a bump_size of 15000.
--
H.E. Day


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From: Darcy Johnston
Subject: Re: Final SteadFast (Big)
Date: 13 Mar 2000 22:44:36
Message: <38cdb5a4@news.povray.org>
H.E. Day <hed### [at] fcinet> wrote in message news:38CC659C.B1F5D83F@fci.net...
> > The windows look alot better. I was curious, how manu blob objects are
> > invloved in a project such as this?
>
> Well, the saucer-section is one blob.  the Nacelles are each separate
blobs, as
> are the struts connecting them to the fuselage.

Oh, and I forgot to add, how many blob elements within each blob object?
Is there a trick to getting two or more seperate blob objects to meld well
together?

> > And how do you place them?
>
> By hand.
>
> > I assume you create some patterns a use while
> > loops (or something similar) to place them all?
>
> Not really.  I did all of it by trial-and-error.  Not as efficient, but it
> allows me greater control.

I think that makes all this even more impressive.
I don't know if I'll have the patience to master blobs in a similar manner.

> > How do you come up with your general shapes and patterns? Are they
> > mathematical in essence?
>
> Pencil and paper. Pencil and paper.  I'm good with traditional art, and
usually
> start with sketches and doodling.  This helps with the final shape and
> textures.

Well, there's a portion which I lack.

Oh, another question (I seem to have quite a few lately). When you first
start placing your sphere and cylinders (do you use both, or just spheres?)
do you place them outside the blob to get a general look, or do your objects
start as blobs right from the start?

Thanks again for taking the time to answer these questions.
Darcy


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From: H E  Day
Subject: Re: Final SteadFast (Big)
Date: 14 Mar 2000 21:03:36
Message: <38CEEE17.CD35525D@fci.net>
> Oh, and I forgot to add, how many blob elements within each blob object?
> Is there a trick to getting two or more seperate blob objects to meld well
> together?

To the first question, anywhere from 4 to 150. To the second, the best method I
can think of is to use a macro.


>
> Oh, another question (I seem to have quite a few lately). When you first
> start placing your sphere and cylinders (do you use both, or just spheres?)
> do you place them outside the blob to get a general look, or do your objects
> start as blobs right from the start?

Both. They are born as blobs and grow up nicely.


> Thanks again for taking the time to answer these questions.

No prob.

--
H.E. Day


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From: Michael Andrews
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 09:49:23
Message: <38CFA340.380157F2@reading.ac.uk>
"H.E. Day" wrote:
> 
> > Oh, and I forgot to add, how many blob elements within each blob object?
> > Is there a trick to getting two or more seperate blob objects to meld well
> > together?
> 
> To the first question, anywhere from 4 to 150. To the second, the best method I
> can think of is to use a macro.
> 
Here's a couple of macros I built last night, one for sphere components
and the other for cylinders. They are designed to give solitary
components the same size as normal blob components.

I'm attaching a small image of the attached scene file ...

Bye for now,
	Mike Andrews.


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Attachments:
Download 'blobrad.pov.txt' (3 KB) Download 'blobrad.jpg' (14 KB)

Preview of image 'blobrad.jpg'
blobrad.jpg


 

From: TonyB
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 11:27:52
Message: <38cfba08@news.povray.org>
I really like the texture.


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From: Chris Huff
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 15:57:50
Message: <chrishuff_99-1746B8.15594515032000@news.povray.org>
In article <38CFA340.380157F2@reading.ac.uk>, Michael Andrews 
<M.C### [at] readingacuk> wrote:

> Here's a couple of macros I built last night, one for sphere components
> and the other for cylinders. They are designed to give solitary
> components the same size as normal blob components.
> 
> I'm attaching a small image of the attached scene file ...

You really should post the scene file in one of the scene file groups. 
It would make it a lot easier to find, for one thing.(you wouldn't 
really be looking for this type of thing buried deep in a thread on 
.binaries.images, would you?)

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Jon S  Berndt
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 16:09:10
Message: <38cffbf6@news.povray.org>
> And how do you place them? I assume you create some patterns a use while
> loops (or something similar) to place them all?
> How do you come up with your general shapes and patterns? Are they
> mathematical in essence?

I wonder if it would be possible to create a program where the input would
be a set of points and the output would be the set of blobs that creates a
saucer bounded by the given points? Several months ago I started writing a
program that would allow Trek Saucers to be generated, given certain
parameters of the saucer section (I wanted to create another very detailed
Voyager model). I haven't finished, yet, and now am thinking I am off-base
in my approach after seeing this ship.

Incidentally, I corresponded with Rick Sternbach, Sr. Illustrator at
Paramount, about the Voyager design. Here is what he wrote back:

RS:  Yes, Voyager is my baby, and while it isn't exactly the shape I had
RS:  originally intended (slightly chunkier Starfleet utilitarian), I'm glad
I was
RS:  able to make the curvy surface work (one of the producers said, "Could
RS:  you make it look more like a Lexus?". Took 82 cross-section drawings to
RS:  get the shape right for the model makers. Fun stuff. The cool thing
about
RS:  Voyager is that it does need to be streamlined a bit to fly in the
RS:  atmosphere, so there's some justification for the form.

[then, referring to a Voyager render I did at
www.hal-pc.org/~jsb/raytace.html]

RS:  The CG render's pretty nice, though I can see you'd need to make
texture
RS:  maps and move a few polys around to get it exactly right. The fore-aft
RS:  cross sections were the easiest; at roughly 1" slices through the ship,
it
RS:  was simple to control the velocities of the curves and allow the model
RS:  guys to cut the sections in masonite, fill in the empty spaces, smooth
it
RS:  out, and use it for a vacuform mold to get the base hull in styrene to
build
RS:  details onto.

I thought y'all might be interested in the exchange. I was surprised to
learn they had a solid model, I had thought it was all CG.

Jon


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From: Ross Litscher
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 16:15:17
Message: <38cffd65@news.povray.org>
>
> I thought y'all might be interested in the exchange. I was surprised to
> learn they had a solid model, I had thought it was all CG.
>
> Jon
>
>

that's because they are a bunch of whimps!!!! (heavy sarcasm)


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From: Alan Kong
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 18:23:35
Message: <3d60dsc4vl3u5e519q05e56ddmcll6tdls@4ax.com>
On Wed, 15 Mar 2000 15:07:14 -0600 "Jon S. Berndt" <jsb @ hal - pc .
org> wrote:

>I thought y'all might be interested in the exchange. I was surprised to
>learn they had a solid model, I had thought it was all CG.

  Like ILM, they probably will use the cheapest method possible to get
the shot. If it's cheaper to use a model, they'll use a model. Same goes
for matte paintings - it may be faster and cheaper for a matte artist to
paint a background where there is little camera movement, as opposed to
modeling a CG terrain or cityscape. For television especially, they
operate under a fixed budget and time restraint. Go over-budget and a
series proposal for the future may not get a green light from the
studio.

  Thanks for sharing the exchange with us, Jon.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: H E  Day
Subject: Re: Final SteadFast (Big)
Date: 15 Mar 2000 23:21:16
Message: <38D05FD4.CD94990D@fci.net>
Wanna give me his email address?  I would like to ask what he thinks of the
Steadfast.

TIA.

--
H.E. Day


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From: Michael Andrews
Subject: Re: Final SteadFast (Big)
Date: 16 Mar 2000 11:23:45
Message: <38D10AE1.1FA4A3C4@reading.ac.uk>
Chris Huff wrote:
> 
> You really should post the scene file in one of the scene file groups.
> It would make it a lot easier to find, for one thing.(you wouldn't
> really be looking for this type of thing buried deep in a thread on
> .binaries.images, would you?)
> 
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/

Sorry - I have tried to cure myself of this but it still happens
occasionally ...

Anyway, I don't consider this a 'scene' as such - just a quick idea
thrown back as a continuation of the thread. The main point was made by
the image and the code was offered as an afterthought.

Still, when I post my blob-ship image in an hour or so I _will_ put the
source in p.t.s-f :-)

Bye for now,
	Mike Andrews.


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From: Chris Huff
Subject: Re: Final SteadFast (Big)
Date: 16 Mar 2000 17:29:27
Message: <chrishuff_99-BD423E.17312116032000@news.povray.org>
In article <38D10AE1.1FA4A3C4@reading.ac.uk>, Michael Andrews 
<M.C### [at] readingacuk> wrote:

> Anyway, I don't consider this a 'scene' as such - just a quick idea
> thrown back as a continuation of the thread. The main point was made by
> the image and the code was offered as an afterthought.

Well, even if it isn't a scene, the best place for source files or just 
pieces of code is one of the scene file groups. Those groups aren't 
exclusively for scene files, despite their names.(I think they should 
have been called something other than "scene-files", something like 
"pov-code" would have been better.)

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Jon S  Berndt
Subject: Re: Final SteadFast (Big)
Date: 17 Mar 2000 12:19:51
Message: <38d26937$1@news.povray.org>
H.E. Day:

Another attempt: did you get my email with Rick Sternback's web site
address?

Jon

H.E. Day <hed### [at] fcinet> wrote in message news:38D05FD4.CD94990D@fci.net...
> Wanna give me his email address?  I would like to ask what he thinks of
the
> Steadfast.
>
> TIA.
>
> --
> H.E. Day
>
>


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