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From: Robert J Becraft
Subject: Theive's Maze (Ala D&D Movie)
Date: 14 Jun 2001 22:57:19
Message: <3b29798f@news.povray.org>
I haven't seen the movie, but found a drawing of a Thieve's maze concept on
the website...

My version is attached... so far.

Robert J Becraft
aka cas### [at] aolcom


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Attachments:
Download 'ThievesmazeA.jpg' (125 KB)

Preview of image 'ThievesmazeA.jpg'
ThievesmazeA.jpg


 

From: Robert J Becraft
Subject: Re: Theive's Maze (Ala D&D Movie)
Date: 14 Jun 2001 23:17:54
Message: <3b297e62@news.povray.org>
Second more intimate view with a wide angle (hence the distorted verticals
like the chain).  I had to remove the ribbed roof I designed, it took the
render and pushed it upwards of over an hour... still in the quick
gratification stages for this work.


Robert J Becraft <cas### [at] aolcom> wrote in message
news:3b29798f@news.povray.org...
> I haven't seen the movie, but found a drawing of a Thieve's maze concept
on
> the website...
>
> My version is attached... so far.
>
> Robert J Becraft
> aka cas### [at] aolcom
>
>
>
>


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Attachments:
Download 'ThievesmazeB.jpg' (153 KB)

Preview of image 'ThievesmazeB.jpg'
ThievesmazeB.jpg


 

From: Rick [Kitty5]
Subject: Re: Theive's Maze (Ala D&D Movie)
Date: 15 Jun 2001 10:07:07
Message: <3b2a168b@news.povray.org>
I haven't seen either, but I really like this one, perhaps ditch the
surrounding wall and have the whole thing jacked up - like time bandits


--
Rick

Kitty5 WebDesign - http://Kitty5.com
Hi-Impact database driven web site design & e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
POV-Ray News & Resources - http://Povray.co.uk

PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA


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From: Gail Shaw
Subject: Re: Theive's Maze (Ala D&D Movie)
Date: 15 Jun 2001 10:30:21
Message: <3b2a1bfd@news.povray.org>
Robert J Becraft <cas### [at] aolcom> wrote in message
news:3b29798f@news.povray.org...
> I haven't seen the movie, but found a drawing of a Thieve's maze concept
on
> the website...
>
> My version is attached... so far.

Nice. Reminds me of one of the areas in Baldur's Gate 2

Gail
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* The difficult we do immediately, the impossible takes a little longer *
*************************************************************************


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From: Steve
Subject: Re: Theive's Maze (Ala D&D Movie)
Date: 15 Jun 2001 13:04:41
Message: <slrn9ijmbg.qpr.steve@zero-pps.localdomain>
The modelling/coding must have taken you some time, it's very
detaile. 

--
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

 10:45am  up 133 days, 11:35,  2 users,  load average: 1.00, 1.00, 1.00


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From: Robert J Becraft
Subject: Thieve's Maze Deux (2 pics) (210KB BU)
Date: 20 Jun 2001 23:00:09
Message: <3b316339@news.povray.org>
O.K.  Here's the new version.  I've removed the glaring white light and
added lamps on fancy lamp posts throughout the maze.  It has had additions
and some things moved around.  The single wall around the whole mess is now
a raised observation gallery and there is water at the bottom of the whole
maze.  My interpretation of the maze is that other's would want to watch to
see how their peers navigate this dangerous facility.

The concept is that no matter where you go in the maze, there are puzzles,
traps and dangers to be overcome.  In the background you can see some timber
constructs, so instead of a maze all on 1 level, I have attempted to make
multiple levels to the maze.  In the foreground, just to the right of center
is a pole with a ball at the top and a ladder up the side of it.  There is a
corresponding pole in the background, off to the left of center and a
tightrope stretches between the two poles... with the lighting, the rope
disappears.

There is a rooftop (back right), a sealed castle tower (center left),
Indiana Jones pylons (front and off screen left), gates, cages, and just
about anything else I could think of to put into this picture.

There are barrels spread throughout the maze and by the front entrance, I
placed a random collection of jars.  It is amazing what things you can do
with objects you've created in other renders (my recommendation is to pick a
scale and stick to it for all your creations).

The render with lights and outter wall takes about 30 minutes and only has
2100 objects.  Rather small for one of my pictures.

Comments?

Robert J Becraft
aka cas### [at] aolcom


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Attachments:
Download 'ThievesmazeB1.jpg' (108 KB) Download 'ThievesmazeA1.jpg' (104 KB)

Preview of image 'ThievesmazeB1.jpg'
ThievesmazeB1.jpg

Preview of image 'ThievesmazeA1.jpg'
ThievesmazeA1.jpg


 

From: Tony[B]
Subject: Re: Thieve's Maze Deux (2 pics) (210KB BU)
Date: 21 Jun 2001 00:51:59
Message: <3b317d6f@news.povray.org>
Whoa! Cool. Very complex-looking. Nice lighting.


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From: Bill DeWitt
Subject: Re: Thieve's Maze Deux (2 pics) (210KB BU)
Date: 21 Jun 2001 07:15:07
Message: <3b31d73b$1@news.povray.org>
"Robert J Becraft" <cas### [at] aolcom> wrote :
>
> Comments?

    It's deserted.

    Other than that it is fascinating. A little bit of ambient light would
be good, some of the interesting things are a little hard to pick out.


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From: Rick [Kitty5]
Subject: Re: Thieve's Maze Deux (2 pics) (210KB BU)
Date: 21 Jun 2001 08:50:42
Message: <3b31eda2@news.povray.org>
suprising how much difference a change of lighting can make - very moody,
nice work


--
Rick

Kitty5 WebDesign - http://Kitty5.com
Hi-Impact database driven web site design & e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
POV-Ray News & Resources - http://Povray.co.uk

PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA


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From: Dearmad
Subject: Re: Thieve's Maze Deux (2 pics) (210KB BU)
Date: 21 Jun 2001 15:04:17
Message: <3B32455B.CEBD94C2@qwest.net>
good lord that's a lot of modelling!  wowzers- what
tools to assist?  and how'd you go about texturing?
-- 
http://www.users.qwest.net/~dearmad
But why bother?  I'm not interesting.


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