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> have you been to the site where the
> guy has something like 40 pages of the inconsistancies of the exterior
> and interior sets?
You did mean 'B squared StarWars stuff' didn't you?
ZK
http://www.povplace.be.tf
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> > have you been to the site where the
> > guy has something like 40 pages of the inconsistancies of the exterior
> > and interior sets? in the end he produces plans for how big the
> Sure I have! Almost all the information I used came from that site!
great.
> > exterior should be (the current one is WAY too small), and makes the
> > much needed inside layout changes. i really like the way he did it,
> > even if it isn't EXACTLY the way the real interior set was. if you
> > finish the exterior and size it correctly (did you know the ertl/amt
> I will, but it's not very likely I make the interior.
> What's ertl/amt? I thought I knew most of the SW-shorts.
ertl/amt makes plastic model kits. i used their model as the basis for
my xwing, using dial calipers to measure the parts, but comparing to
pics from the movies to make up for problems in the model.
> But It shouldn't be too
> difficult to scale it to 1unit=1 meter.
my xwing was roughly a meter=unit, but had to scale it a little in the
end to make it longer. i knew the overall length, and i knew my
proportions were correct, so i just made a box the right length and then
made sure it barely fit inside length wise.
> I think I have about everything I need to finish it. Maybe a more detailed
> picture of the bottom (for the armor-plating)
i have a huge one of the bottom straight on. want me to email it to
you?
> If you're using MegaPov (which I believe you are) I recommend you use
> image_pattern. I think it's more flexible.
i'll look at that route. thanks.
> Oh, in that case material_maps might be more useful.
still, it's good to have options.
> I wish you luck.
thanks again.
> What's your next project? I believe you once mentioned the DeathStar?
next project is a far model of the death star (i'll eventually do 3
models; far (low detail), medium (a chunk of it where you can see
detail, but also the curvature), and a close model (for running through
the trench)). right after i do the far model, i'm going to blow it up
using a combination of several explosions others have posted that i feel
i can modify and put together to get EXACTLY the same result as the
movie. that'll be exciting. thanks for asking!
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oh yeah, that's what it was called!
Zeger Knaepen wrote:
>
> > have you been to the site where the
> > guy has something like 40 pages of the inconsistancies of the exterior
> > and interior sets?
> You did mean 'B squared StarWars stuff' didn't you?
>
> ZK
> http://www.povplace.be.tf
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First of all, very nice work! :) (My son says, "Awesome Rolex!") heh
I am very interested in looking at your finish statement. Obviously, your
phong/specular settings are at odds with R2, but your reflection settings
intrigue me for some reason.
Grim
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> next project is a far model of the death star (i'll eventually do 3
> models; far (low detail), medium (a chunk of it where you can see
> detail, but also the curvature), and a close model (for running through
> the trench)). right after i do the far model, i'm going to blow it up
> using a combination of several explosions others have posted that i feel
> i can modify and put together to get EXACTLY the same result as the
> movie. that'll be exciting. thanks for asking!
You are soooo lazy!
All sarcasm aside, do you find time to sleep. -- Oh yeah, when the scenes
are rendering!
Anyway that all sounds real cool, hope to see these soon. Although, I
somehow doubt we'll see the Deathstar explosion scene too soon.
--
http://www.capital.net/~hhawkins
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here are the settings for the blue, if you'd like more, let me know.
color is .179,.171,.517
normal is granite with .01 for bump depth and bumpsize
in finish, ambient is zero, diffuse is .4, brilliance is 1, phong zero,
specular 0.9, roughness 0.05, reflection is on and set to 0.1, metallic
is on with influence of 1.2. that is all. any ideas about my
problems? i was going to use blurred reflection and one other megapov
feature, but i'm not sure i need to. on the other hand, maybe it would
help with the problem i'm having.
if anyone would like the model, the mdl should fit on this server, and
i'm sure the pov file can't be too big since it parses in no time at
all. i gave a copy to lutz, but he hasn't had time to update the
website. i also gave him the texture libraries for r2 and the xwing. i
even gave him the original texture i used to make r2d2's head. it was
1000 lines long in pov code (mostly because moray doesn't let you
reference other textures), and i used it to turn his head into an image
which i now use as a material map and a bump map.
> First of all, very nice work! :) (My son says, "Awesome Rolex!") heh
thanks, although i don't think i'm quite there yet <g>
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These look REALLY good!
--
- Doug Eichenberg
http://www.getinfo.net/douge
dou### [at] nlsnet
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thanks. i'm blushing.
Doug Eichenberg wrote:
>
> These look REALLY good!
>
> --
> - Doug Eichenberg
> http://www.getinfo.net/douge
> dou### [at] nlsnet
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"ryan constantine" <rco### [at] yahoocom> wrote in message
news:39BFE9A2.80DD1D36@yahoo.com...
|
| brilliance was either 1 or 2. might 'metallic->influence' have
| something to do with this? the angle of reflection is whatever the
| angle is between the light that bounces near the shadow toward the
| camera. which affects reflection or highlight angle most; diffuse,
| brilliance, or spec. highlight?
metallic isn't going to make a whole lot of difference about the brighter
region; it's the specular and granite normal doing it, I'm fairly positive,
because it's allowing the highlight to reach around the curvature more than
a non-normal surface would.
As I understand things the brilliance isn't going to show according to light
sources but rather from camera viewpoint, just don't take my word for it
though.
| > And that light with color*2 isn't helping matters I'm
| > sure.
|
| do you think i should change the light to just 'color'?
It's almost certainly making the highlight spread farther, appear brighter,
but that isn't really what's at the root of it. Must be the specular
highlight and normal. Chances are that you'll have to drop the bump size
down even more than it already is.
Bob
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"ryan constantine" <rco### [at] yahoocom> wrote in message
news:39BFEB81.4FD74A93@yahoo.com...
| good point, but i hadn't thought about where he is. and isn't one sun
| red? although it doesn't show up in the lighting in the movies. i
| never noticed two shadows for anything in the movies. at some points in
| the yearly orbit, one sun probably eclipses the other.
They were both yellow G type suns like our solar system Sun. The reddened
one you're thinking of was lower on the horizon than the other. Oddly
enough the closer zoom view shown after that one has them both as very much
yellow and no longer a red one.
I'm going by the movie though, not the story itself so I could be way off.
They should have orbited each other at a rate of around several days not in
months or years. So the planet orbit to make for a eclipse isn't needed but
that would have been the only possibility for a eclipse if the two suns
revolved in a plane not on the planets ecliptic of course.
Bob
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