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From: ryan constantine
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (0/1)
Date: 26 Jun 2000 18:22:54
Message: <3957D885.81241FCD@yahoo.com>
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i'd be interested in texture tutorials. if you find my xwing posts in
this group, you can see i'm not having too much trouble with modelling
complex things, but textures...
any suggestions for accurate battle damage would be appreciated if you
know how.
Jeff Lee wrote:
>
> ryan constantine <rco### [at] yahoocom> wrote:
> >
> > was this done in pov?
>
> Yes; my own compile for OS/2, but using the official Linux 3.1g sources.
>
> > what did you use for textures?
>
> It's all texture{} statements.
>
> > have you attempted the iris or the gate effects?
>
> It is capable of producing the rippling "water" effect, but I haven't
> added in the iris or worked on the "whoosh" yet. (All the chevrons are
> independently animatable and lightable, and of course the glyph ring
> turns. It can also be set to resemble the prop from the original movie,
> which was slightly different from the one on the TV series.)
>
> > by the way, aren't you the guy that did the fabulous original enterprise
> > (orbit.pov)?
>
> Yeah, that was me, thanks for remembering it. My Enterprise model is
> currently under revision, because the blueprints I worked from weren't
> entirely accurate in places, and it will soon (I hope) be joined by a
> Klingon D7.
>
> > i don't think you post very often do you?
>
> Not really, no; I have to juggle 3D work with a whole bunch of other
> hobbies. If I can put together one really nice image that I'm happy
> with every few months, I consider myself lucky.
>
> > how long does it take you to do a project?
>
> Depends on the scope. In this case, the Stargate itself took about two
> weeks, and the reproduction of the set took about a month and a half,
> whenever I could squeeze in a couple of hours at night.
>
> > i'd be interested to know some of your texturing methods (modelling
> > isn't a problem).
>
> Any textures in particular? What I seem to be doing most frequently is
> to create a "clean" and "dirty" version of a particular texture, and
> then make a bozo composite of the two, adding turbulence and raising the
> omega and lambda, then scaling the resulting texture between 2-5 times
> longer in the Y direction, depending on how "streaky" I want it to look.
>
> --
> Jeff Lee shi### [at] gatenet http://www.gate.net/~shipbrk/
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To get off topic they all look like humans because they are supposed
to. The idea is that the bad guys populated a whole bunch of worlds
with humans for slaves. Now star trek has a problem with only humanoid
aliens.
Chris Huff wrote:
>
> In article <3957C9C3.446B4982@faricy.net>, David Fontaine
> <dav### [at] faricynet> wrote:
>
> > Very realistic! The movie was kinda good, but from what I've seen of
> > the TV show IMHO it's kinda not... Interesting render subject
> > nonetheless.
>
> It varies from episode to episode...generally they are pretty good(The
> best SF show on local TV here, actually.), but there are a few which are
> just plain boring or have bad plot flaws.
> They do tend to suffer from the problems of having aliens look like
> humans in costumes, but they also have good non-humanoid aliens. And
> most of the time they are interacting with humans on other worlds, so it
> isn't so bad.
> They also handle language fairly well(the characters appearing surprised
> when an alien speaks up in english, for example, and having an
> explanation for it), though there were a couple episodes where they
> really blew this one too.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
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| It is capable of producing the rippling "water" effect, but I haven't
| added in the iris or worked on the "whoosh" yet. (All the chevrons are
| independently animatable and lightable, and of course the glyph ring
| turns. It can also be set to resemble the prop from the original movie,
| which was slightly different from the one on the TV series.)
|
I might be able to help. I'll post the effect in both the pbi and pba if I
can...
H.E. Day
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This is really excellent work. The only gripe I have is that the back wall
needs to be either darker, dirtier, or both. That and the concrete collum
off to the left needs more detail. (Perhaps a light granite or bozo
normal??)
Other than those minor nitpicks, *cool dude*!!
H.E. Day
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In article <3957E8F3.52F091A5@pilot.msu.edu>, Nick Portelli
<por### [at] pilotmsuedu> wrote:
> To get off topic they all look like humans because they are supposed
> to. The idea is that the bad guys populated a whole bunch of worlds
> with humans for slaves.
They weren't the ones I was talking about...I meant the non-humans: the
Nox, Goa'uld, Asgard, Bysra, Reetouh, "Ancients", etc. The Nox were
practically indistinguishable from humans, but they are a much older
race.
BTW, as I understand it, the Goa'uld use humans mainly as hosts, they
simply keep the population working as slaves to make it worthwhile. And
I still think it is strange for a population separated from earth for
centuries or millennia to speak American English.
I think the only other host they can take is the "Unas", a creature from
their home world with which they developed a symbiotic relationship.
This explains why they feel it is so important to keep humans
primitive...humans represent the only source of host bodies other than
the nearly extinct population of Unas. :-)
BTW, I hope "Followup-To" works right...this is the first time I have
used it. This should continue in povray.off-topic.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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"H. E. Day" <Pov### [at] aolcom> wrote:
>
> This is really excellent work. The only gripe I have is that the back wall
> needs to be either darker, dirtier, or both.
Okay, thanks for the comment!
> That and the concrete collum
> off to the left needs more detail. (Perhaps a light granite or bozo
> normal??)
Strange; it has the same texturing as the rest of the concrete. I guess
it's just not lit well enough for it to show. (When I turn on the
lights on the ramp railings, it does bring out the texture a bit more.)
--
Jeff Lee shi### [at] gatenet http://www.gate.net/~shipbrk/
"The only thing that helps me maintain my slender grip on reality
is the friendship I share with my collection of singing potatoes."
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From: Lt Kettch
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (0/1)
Date: 26 Jun 2000 22:54:19
Message: <395816ED.7190029E@aol.com>
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Maybe you could make a picture with Marvin the Martian Walking through the
gate...
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From: Tony[B]
Subject: Re: Stargate (1024x768, 148 KB) - stargate.jpg (1/1)
Date: 26 Jun 2000 23:20:07
Message: <39581d67@news.povray.org>
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Superb! This image proves that POV-Ray has nothing to envy from other
renderers. I applaud your skill in modelling, and your control of lighting
and texturing. Thinking of doing an animation any time soon?
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From: Dave Blandston
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (0/1)
Date: 26 Jun 2000 23:28:50
Message: <39581f72$1@news.povray.org>
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This is the coolest of all POV pictures.
"Jeff Lee" <shi### [at] gatenet> wrote in message
news:3957c5ca.3520857@news.povray.org...
> I know it's still missing a couple of details, but it's not too bad, I
> think.
>
> Rendered with unofficial OS/2 PM compile of 3.1g Linux sources.
>
>
> --
> Jeff Lee shi### [at] gatenet http://www.gate.net/~shipbrk/
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From: Tony[B]
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (0/1)
Date: 27 Jun 2000 01:30:02
Message: <39583bda@news.povray.org>
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I'm sure you meant, "This is 'one of' the coolest of all POV pictures."
Right? :)
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