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I call this Thornak's Crucible. The textures are off and there is not enough
detail, but I'm done working on it for the moment, I kind of got tired of
tweaking it, so here it is.
--
Paul Vanukoff
van### [at] primenetcom
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Attachments:
Download 'Thornak.jpg' (34 KB)
Preview of image 'Thornak.jpg'
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In article <38ece0cb@news.povray.org>, "Paul Vanukoff"
<van### [at] primenetcom> wrote:
> I call this Thornak's Crucible. The textures are off and there is not
> enough
> detail, but I'm done working on it for the moment, I kind of got tired of
> tweaking it, so here it is.
Make it a lot darker and add some weird orange, frog-legged creatures
without heads, and it could be a scene from the pyramid in Pathways into
Darkness...
(a first-person shooter, a *really* old one. It didn't have varying
heights, so each floor had perfectly flat floors and ceilings. It also
had a lot of pillars...and some very "interesting" creatures.)
--
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/
Post a reply to this message
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I notice in this what I see all the time in mine, it look sas if the
camera is a bit walleyed? the scene is a bit splayed \/. Is there a way
to fix this??
Otherwise, I like the textures the way they are, nice piece.
-paul
Paul Vanukoff wrote:
>
> I call this Thornak's Crucible. The textures are off and there is not enough
> detail, but I'm done working on it for the moment, I kind of got tired of
> tweaking it, so here it is.
>
> --
> Paul Vanukoff
> van### [at] primenetcom
>
> [Image]
--
--------------------------------------------------}
Paul Daniel Jones
The Pennslyvania State University
pdj### [at] psuedu
http://research.chem.psu.edu/glassgrp/paul
C The way is near, but men
// \ seek it afar. It is in the
N N easy things, but men seek it
| || in the difficult things.
C C -Menicius
\\ /
C
--------------------------------------------------}
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Thanks.
Yeah, that is perspective distortion. I don't know the "proper" way to fix
it, but in the past I've tried decreasing the camera angle and moving the
camera farther away (maybe it's vice versa) - anyway - it seems to help.
"Paul Jones" <pdj### [at] psuedu> wrote in message
news:38ECE63B.272CFAB2@psu.edu...
> I notice in this what I see all the time in mine, it look sas if the
> camera is a bit walleyed? the scene is a bit splayed \/. Is there a way
> to fix this??
>
> Otherwise, I like the textures the way they are, nice piece.
>
> -paul
>
> Paul Vanukoff wrote:
> >
> > I call this Thornak's Crucible. The textures are off and there is not
enough
> > detail, but I'm done working on it for the moment, I kind of got tired
of
> > tweaking it, so here it is.
> >
> > --
> > Paul Vanukoff
> > van### [at] primenetcom
> >
> > [Image]
>
> --
>
>
>
> --------------------------------------------------}
> Paul Daniel Jones
> The Pennslyvania State University
>
> pdj### [at] psuedu
> http://research.chem.psu.edu/glassgrp/paul
>
> C The way is near, but men
> // \ seek it afar. It is in the
> N N easy things, but men seek it
> | || in the difficult things.
> C C -Menicius
> \\ /
> C
> --------------------------------------------------}
Post a reply to this message
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That does give me an idea, I hadn't though about adding creatures
...Hmmmmmmmmmmm!
"Chris Huff" <chr### [at] yahoocom> wrote in message
news:chrishuff_99-D0A619.14225406042000@news.povray.org...
> In article <38ece0cb@news.povray.org>, "Paul Vanukoff"
> <van### [at] primenetcom> wrote:
>
> > I call this Thornak's Crucible. The textures are off and there is not
> > enough
> > detail, but I'm done working on it for the moment, I kind of got tired
of
> > tweaking it, so here it is.
>
> Make it a lot darker and add some weird orange, frog-legged creatures
> without heads, and it could be a scene from the pyramid in Pathways into
> Darkness...
> (a first-person shooter, a *really* old one. It didn't have varying
> heights, so each floor had perfectly flat floors and ceilings. It also
> had a lot of pillars...and some very "interesting" creatures.)
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] yahoocom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Web page: http://chrishuff.dhs.org/
Post a reply to this message
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Paul Vanukoff wrote:
>
> I call this Thornak's Crucible. The textures are off and there is not enough
> detail, but I'm done working on it for the moment, I kind of got tired of
> tweaking it, so here it is.
It's a bit uniform.. have you considered adding some light-fading?
--
Xplo Eristotle
http://start.at/xplosion/
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the stone looks slimy... gross...
Paul Vanukoff wrote:
> I call this Thornak's Crucible. The textures are off and there is not enough
> detail, but I'm done working on it for the moment, I kind of got tired of
> tweaking it, so here it is.
>
> --
> Paul Vanukoff
> van### [at] primenetcom
>
> [Image]
Post a reply to this message
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Yeah it still has much work to do ... lighting, details, textures ... that
is a good idea.
--
Paul Vanukoff
van### [at] primenetcom
Xplo Eristotle wrote in message <38E### [at] unforgettablecom>...
>
>
>Paul Vanukoff wrote:
>>
>> I call this Thornak's Crucible. The textures are off and there is not
enough
>> detail, but I'm done working on it for the moment, I kind of got tired of
>> tweaking it, so here it is.
>
>It's a bit uniform.. have you considered adding some light-fading?
>
>--
>Xplo Eristotle
>http://start.at/xplosion/
Post a reply to this message
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Cool .. guess I'll keep it that way ... I'll probably darken the columns a
bit, to make them look damp.
--
Paul Vanukoff
van### [at] primenetcom
Moon47 wrote in message <38EBB22D.4BEDDBAD@earthlink.net>...
>the stone looks slimy... gross...
>
>Paul Vanukoff wrote:
>
>> I call this Thornak's Crucible. The textures are off and there is not
enough
>> detail, but I'm done working on it for the moment, I kind of got tired of
>> tweaking it, so here it is.
>>
>> --
>> Paul Vanukoff
>> van### [at] primenetcom
>>
>> [Image]
>
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Paul Vanukoff wrote in message <38ecf367$1@news.povray.org>...
>Thanks.
>
>Yeah, that is perspective distortion. I don't know the "proper" way to fix
>it, but in the past I've tried decreasing the camera angle and moving the
>camera farther away (maybe it's vice versa) - anyway - it seems to help.
You could try using a cylindrical camera to correct for this.
Mark
Post a reply to this message
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