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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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From: Bob Hughes
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 02:53:40
Message: <39584f74@news.povray.org>
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A beaut of a model/scene/render. The lights on the walls don't seem to
illuminate the nearest region of wall they are attached to, which might be a
case of texture-tweaking and light fade tweaking.
I can't help but to think of 3DS or other such commercial apps, so that might
be a problem :-)
You have certainly made a triumphant scene here, let me say that.
Bob
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