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On Tue, 04 Apr 2000 01:15:32 -0500, Dast <cfy### [at] ramsstateedu> wrote:
>Good start. I'd say tone down the rust a tad, and add some more stuff
>to the model. Like maybe some tubes running different places, maybe
>some sort of headlight type thing, or even landing lights. I would go
>with Pab's logo idea. Also, I would put one of those taxi advert things
>on top (I don't know what you call them).
Those, and some means of distinguishing where the glass ends and the
body starts. Mechanically, I mean. Something like a cleft where the
glass edge fits or insluation or...
I love the floor.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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Road salt corrosion on something that stays in the air? :-)
I like the ground too. The cab needs a door. Seems to me that the overall body
texture should be dirty and then a milder blending into the rust part, but still
with good paint left behind in places which seems the idea in the first place.
Bob
"Peter Popov" <pet### [at] usanet> wrote in message
news:0ajpOOW+l7tH5i3AyoGJAYCujEOE@4ax.com...
| On Tue, 04 Apr 2000 01:15:32 -0500, Dast <cfy### [at] ramsstateedu> wrote:
|
| >Good start. I'd say tone down the rust a tad, and add some more stuff
| >to the model. Like maybe some tubes running different places, maybe
| >some sort of headlight type thing, or even landing lights. I would go
| >with Pab's logo idea. Also, I would put one of those taxi advert things
| >on top (I don't know what you call them).
|
| Those, and some means of distinguishing where the glass ends and the
| body starts. Mechanically, I mean. Something like a cleft where the
| glass edge fits or insluation or...
|
| I love the floor.
|
|
| Peter Popov ICQ : 15002700
| Personal e-mail : pet### [at] usanet
| TAG e-mail : pet### [at] tagpovrayorg
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Tone the rust down by about 95%, and tyr putting a checkered
band round it.
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
9:51am up 12:25, 3 users, load average: 1.57, 1.33, 1.14
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David Heys wrote:
>
> o.k. This started out as a futuristic hover-taxi and so far it has evolved
> to this point. Quite frankly, I'm not sure what direction to take things
> now. I like the wind-scraped rust marks, though I may have a bit much of it.
> I tried to synchronize some scratches on the windscreen but they're not
> showing up very well. My thanks to Xplo for the inspiration on the
> texturing, though I used my own rust texture. The floor is an
> image_map/bump_map combo based on an image I snagged from
> http://www.bladestextures.com/ .
>
> This is, of course, a work in progress. I'd appreciate an help, advice,
> flames anyone has to offer.
Nice. Love the tiles. Is it just me or doesn't that big yellow
flap-thingie in the middle of the windshield hinder vision too much?
In my opinion (some ideas stolen from others), it needs:
- Headlights,
- Doors/hatch,
- hints of a propulsion system (vents, tubes, exhaust pipe,
flux-capacitor, something...),
- Taxi sign on the roof,
- logo/checkered stripe on the side,
--
Francois Labreque | Make you a deal, I'll show you mine if you show
flabreq | me yours.
@ |
attglobal.net | - Pandora.
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Great comments folks. Lemme respond to them en masse:
>Little bits & bobs - like logos etc over it would look good
>I'd say tone down the rust a tad, and add some more stuff
>to the model. Like maybe some tubes running different places, maybe
>some sort of headlight type thing, or even landing lights. ... Also, I
>would put one of those taxi advert things on top
>Those, and some means of distinguishing where the glass ends and the
>body starts. Mechanically, I mean. Something like a cleft where the
>glass edge fits or insluation or...
>I love the floor.
>Road salt corrosion on something that stays in the air? :-)
>I like the ground too. The cab needs a door. Seems to me that the overall
body
>texture should be dirty and then a milder blending into the rust part, but
still
>with good paint left behind in places which seems the idea in the first
place.
>Tone the rust down by about 95%, and tyr putting a checkered band round it.
>Nice. Love the tiles. Is it just me or doesn't that big yellow
>flap-thingie in the middle of the windshield hinder vision too much?
>In my opinion (some ideas stolen from others), it needs:
>- Headlights,
>- Doors/hatch,
>- hints of a propulsion system (vents, tubes, exhaust pipe, flux-capacitor,
>something...),
>- Taxi sign on the roof,
>- logo/checkered stripe on the side,
Headlights, a door or two, some sort of propulsion system, logo/checkered
strip all make sense, and are already percollating in my mind. Putting in a
cleft between the glass and the metal body is something I really want to do.
I just need to figure out the way to do it. So far, All I'm doing is
clipping. I need to figure it out though. Especially as I will need the same
technique for doors, etc..
Adding dirt, salt corrosion, toning down the rust, etc.. I agree, it needs
doing.
Flap-thingie obscuring vision. Yea.. I'm thinking of adding another segment
of glass right there in the front.
Taxi-advert thing on top. Man, I've always hated those. They're tacky as all
get-out. Maybe I'll make some kind of holographic projection advertisement
thingie.
Love the floor. Yea. So far, it's the best thing going in the scene. :{P
David
--
"The bridges between our dreams and
reality are built upon the three P's.
Patience, Planning, and Perseverance."
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Perhaps the voyagers are beamed out of this ?
... "Good joke, scotty, but can you beam my clothes to me now ..."
Hartmut
Bob Hughes schrieb in Nachricht <38e9bb19$1@news.povray.org>...
>Road salt corrosion on something that stays in the air? :-)
>I like the ground too. The cab needs a door. Seems to me that the overall
body
>texture should be dirty and then a milder blending into the rust part, but
still
>with good paint left behind in places which seems the idea in the first
place.
>
>Bob
...
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O.K. Please forgive me , but I say Leave the rust just the way it is. Only
add a few feathers all over the craft. and a few empty broken crates around
with feathers all over the crates and the floor and it's a winner
I love the style of this craft I wish I could come up with ideas like that.
David Heys <sou### [at] gcinet> wrote in message
news:38e96606@news.povray.org...
> o.k. This started out as a futuristic hover-taxi and so far it has evolved
> to this point. Quite frankly, I'm not sure what direction to take things
> now. I like the wind-scraped rust marks, though I may have a bit much of
it.
> I tried to synchronize some scratches on the windscreen but they're not
> showing up very well. My thanks to Xplo for the inspiration on the
> texturing, though I used my own rust texture. The floor is an
> image_map/bump_map combo based on an image I snagged from
> http://www.bladestextures.com/ .
>
> This is, of course, a work in progress. I'd appreciate an help, advice,
> flames anyone has to offer.
>
> David
> --
> "The bridges between our dreams and
> reality are built upon the three P's.
> Patience, Planning, and Perseverance."
>
>
>
>
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Wesley Credille <Wes### [at] hawaiirrcom> wrote in message
news:38eb393d@news.povray.org...
> O.K. Please forgive me , but I say Leave the rust just the way it is. Only
> add a few feathers all over the craft. and a few empty broken crates
around
> with feathers all over the crates and the floor and it's a winner
>
> I love the style of this craft I wish I could come up with ideas like
that.
>
Feathers? Hmm.. Interesting.. Why feathers?
The ship's shape is actually a very simple shape compared to some I've seen
here (like H.E. Day's work). It's just a blob with 4 spheres and a cylinder
component.
David
--
"The bridges between our dreams and
reality are built upon the three P's.
Patience, Planning, and Perseverance."
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David Heys <sou### [at] gcinet> wrote in message
news:38eb7ea1@news.povray.org...
>
> Feathers? Hmm.. Interesting.. Why feathers?
Again Excuse my sense of humor but to me it looks like it flew through a
bunch of chickens or ducks in a chase or something. and the rust areas look
as though that is the areas where it hit a bunch of then>
> The ship's shape is actually a very simple shape compared to some I've
seen
> here (like H.E. Day's work). It's just a blob with 4 spheres and a
cylinder
> component.
It seem simple to you but the end result is that it is a very creative
endevor and I just can't seem to make anything turn out right and I don't
seem to have the internal vision to produce things of this nature.
>
> David
> --
> "The bridges between our dreams and
> reality are built upon the three P's.
> Patience, Planning, and Perseverance."
>
>
>
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Wesley Credille <Wes### [at] hawaiirrcom> wrote in message
news:38ecc52a$1@news.povray.org...
> Again Excuse my sense of humor but to me it looks like it flew through a
> bunch of chickens or ducks in a chase or something. and the rust areas
look
> as though that is the areas where it hit a bunch of then>
Ahh! Now I see what you mean. <grin> Not a bad vision. :{)
> It seem simple to you but the end result is that it is a very creative
> endevor and I just can't seem to make anything turn out right and I don't
> seem to have the internal vision to produce things of this nature.
Internal vision? Heck.. your imaginings of what you'd thought my ship had
gone through shows you have such a vision. Try what I do sometimes. Just
play around with blob shapes. Put a couple of components together. Test
render. Scale, rotate, transform the components. Test render. Keep doing
this until your imagination starts to see something in the shape. I view
this as being much in the same way one would see a shape in a cloud whilst
lounging on the grass after a summer afternoon picnic.
David
--
"The bridges between our dreams and
reality are built upon the three P's.
Patience, Planning, and Perseverance."
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