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i threw him into a variation of xplo's recent radiosity tests. any
suggestions are welcome. he's more reflective than seemed to show in
this picture. i'm not sure why. perhaps because there simply wasn't
foreground material to reflect?
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Attachments:
Download 'r2alone.jpg' (89 KB)
Preview of image 'r2alone.jpg'
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another shot on a checkered plane before i put the botom and the third
leg on.
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Attachments:
Download 'r2d24.jpg' (89 KB)
Preview of image 'r2d24.jpg'
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by the way, you may notice his arms are back a little far and you can
see the cavity they are supposed to fill. that was an accident i have
already fixed. oops, i'm embarrassed :-\
ryan constantine wrote:
>
> i threw him into a variation of xplo's recent radiosity tests. any
> suggestions are welcome. he's more reflective than seemed to show in
> this picture. i'm not sure why. perhaps because there simply wasn't
> foreground material to reflect?
>
> ------------------------------------------------------------------------
> [Image]
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ryan constantine wrote:
>
> another shot on a checkered plane before i put the botom and the third
> leg on.
>
Great modelling work, textures seem quite perfect to me (even though i do not
know the original that good...)
The first picture really needs some things to reflect, in this one you can see
the checkered floor that creates some ugly reflections.
I expect to see a first animation soon :-)
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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On Mon, 21 Aug 2000 23:19:19 -0700 ryan constantine
<rco### [at] yahoocom> wrote:
>i threw him into a variation of xplo's recent radiosity tests. any
>suggestions are welcome.
Modeling and textures look very, very good, Ryan. Your X-Wing and R2
are the best I've ever seen!
--
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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Incredible!
ZK
http://www.povplace.be.tf
ryan constantine wrote:
>
> i threw him into a variation of xplo's recent radiosity tests. any
> suggestions are welcome. he's more reflective than seemed to show in
> this picture. i'm not sure why. perhaps because there simply wasn't
> foreground material to reflect?
>
> ----------------------------------------------------------------------
> [Image]
Post a reply to this message
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ryan constantine wrote:
>
> i threw him into a variation of xplo's recent radiosity tests. any
> suggestions are welcome.
It might just be this picture, but I think the little blue CRTs and the
red dot should be a bit more luminous.
Very, very nice.
--
Francois Labreque | It is by caffeine alone I set my mind in motion, it
flabreq | is by the beans of Java that thoughts acquire speed,
@ | the hands acquire shaking, the shaking becomes a
attglobal.net | warning, it is by caffeine alone I set my mind in
| motion.
- Stolen from Badger's .sig file
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ryan constantine <rco### [at] yahoocom> wrote in message
news:39A21B67.84E6389C@yahoo.com...
> i threw him into a variation of xplo's recent radiosity tests. any
> suggestions are welcome. he's more reflective than seemed to show in
> this picture. i'm not sure why. perhaps because there simply wasn't
> foreground material to reflect?
Yow! That's blinkin' triffic'. Do any of the hatches open up? I'm sure a
hologram could be projected using media... The lighting hints at the
possibilities of a Cloud City scene... [snip!]
Did you use an image map for the 'marking' boxes on his torso?
Is he all CSG?
How did you do the cables on his feet?
I'll shut up now.
Well done, Ryan!
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it's modelled in moray. of course that means he's all csg. the head is
mostly an image map, that was made using a huge layered texture (over
1000 lines long!). i had a problem with layered finishes, so i used a
spherical camera inside a hollow sphere that had my original procedural
texture on it. then in paint shop pro i flipped it on one axis so it
was oriented right and then i made a normal map in gray scale. the
original procedural texture was left in the file so that you good folks
can have a look once i've posted the source. on both the head and the
body, i cut out pieces, then duplicated the cutout, changed it as needed
and put it back. on the head an example of this is the red dot (which i
agree isn't bright enough). on the body, an example would be anything
not white. the little 'doors' are csg tori and cylinders cut out of the
body, but the way they are set up in moray, the coordinates are all
there to make them real doors if i so choose. it would be easy. the
power cables on his feet were made with splines via the bspline plugin
for moray. currently his feet's wheels are only a pair of cylinders
joined with a box, but i'm trying to figure out the recent 'belt' macro
shown in the animation group. the main problem is getting it to work
right with moray (i.e. use an include file, but have the external (non
moray) object attached to an internal object). i may have to hand code
a udo for that. maybe i should figure out a hologram and project it
onto one og those cylinders? maybe a hologram of himself? suggestions?
Alan wrote:
>
> ryan constantine <rco### [at] yahoocom> wrote in message
> news:39A21B67.84E6389C@yahoo.com...
> > i threw him into a variation of xplo's recent radiosity tests. any
> > suggestions are welcome. he's more reflective than seemed to show in
> > this picture. i'm not sure why. perhaps because there simply wasn't
> > foreground material to reflect?
>
> Yow! That's blinkin' triffic'. Do any of the hatches open up? I'm sure a
> hologram could be projected using media... The lighting hints at the
> possibilities of a Cloud City scene... [snip!]
>
> Did you use an image map for the 'marking' boxes on his torso?
>
> Is he all CSG?
>
> How did you do the cables on his feet?
>
> I'll shut up now.
>
> Well done, Ryan!
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Great job modelling and texturing, but it needs something to reflect...
Poor guy, what did those imperial storm troopers do to his shoulder sockets?
:)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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