POV-Ray : Newsgroups : povray.binaries.images : Hopper Car #2 Server Time
15 Aug 2024 16:24:29 EDT (-0400)
  Hopper Car #2 (Message 6 to 15 of 15)  
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From: Daniel Matthews
Subject: Re: Hopper Car #2
Date: 16 Jun 2002 20:51:12
Message: <4104926.u4yZiC9r7V@3-e.net>
Sean Johnson wrote:
> What do you think?

Very professional!

What tools, other than POV, did you use?
How long did you spend modeling and texturing it?
What about render stats?

BTW are you the same SJ who is into making Quake textures?


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From: Sean Johnson
Subject: Re: Hopper Car #2
Date: 16 Jun 2002 21:50:05
Message: <3d0d404d$1@news.povray.org>
Thankya,

The trucks were built first in a span of about 2 weeks in my spare time,
give about 2 hours of that to finding a diagram of a truck.
They were to be used with an older model I had but the complexity of the
trucks stood out too much against the simplistic modelling of the car, so I
decided to make a detailed, good model.

99% modelled in Rhino3d, done over about 5 weeks time, whenever spare time
was available.. probably 20+ hours invested in modelling. Another 6 tracking
down useful web sites with diagrams and photos...

Outputed as several udo's and then combined in Moray where procedural
textures (mostly layered) were also built and applied (TONS of tweaking - 4
hours or more possibly)

I'm working on a 466mhz Celeron (poor me), It took close to 45 mins to
render I think. Radiosity - 200 count, .05 error bound, nearest count 12.

As for the textures and such, I'm pretty sure that's me (graphtallica's my
texture site)

"Daniel Matthews" <NOd### [at] 3-enetSPAM> wrote in message
news:410### [at] 3-enet...
> Sean Johnson wrote:
> > What do you think?
>
> Very professional!
>
> What tools, other than POV, did you use?
> How long did you spend modeling and texturing it?
> What about render stats?
>
> BTW are you the same SJ who is into making Quake textures?
>


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From: Sean Johnson
Subject: Re: Hopper Car #2
Date: 16 Jun 2002 21:53:04
Message: <3d0d4100$1@news.povray.org>
I still have a few more peices to make I think, this will be an ambitious
project that will probably result in me needing to upgrade :-)

"Sir Charles W. Shults III" <aic### [at] cflrrcom> wrote in message
news:3d0cba5a@news.povray.org...
    Now THAT's a hopper car!  Throw some weeds around it and you're done.

Cheers!

Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip


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From: Sean Johnson
Subject: Re: Hopper Car #2
Date: 16 Jun 2002 21:54:52
Message: <3d0d416c$1@news.povray.org>
Sorry about that,
I'm playing with colors a bit now, but it seems from this point anything I
do with it doesn't look as good as I had.


"Slime" <slm### [at] slimelandcom> wrote in message
news:3d0ce1eb$1@news.povray.org...
> That's reeeally nice, but it might benefit from differently colored
metals;
> it all seems very uniform.
>
> BTW, could you set your newsreader to use plain text instead of HTML?
>
>  - Slime
> [ http://www.slimeland.com/ ]
>
>


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From: Sean Johnson
Subject: Re: Hopper Car #2
Date: 16 Jun 2002 21:57:55
Message: <3d0d4223$1@news.povray.org>
I'm finding that if I darking the rust and brighning the paint that it
doesn't look nearly as realistic

"Jim Charter" <jrc### [at] aolcom> wrote in message
news:3D0### [at] aolcom...
> Sean Johnson wrote:
> > What do you think?
> >
> > ------------------------------------------------------------------------
> >
>
> It's shaping up really well.  I think I am wanting a little more
> contrast in the rust/dirt texture.
>


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From: Christoph Hormann
Subject: Re: Hopper Car #2
Date: 17 Jun 2002 11:35:26
Message: <3D0E01BF.DCD59244@gmx.de>
> Sean Johnson wrote:
> 
> What do you think?
> 

Very nice, reminds me that i planned to model a railway track some time
ago, but did not have the time to accomplish this until now.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 14 Jun. 2002 _____./\/^>_*_<^\/\.______


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From: Greg M  Johnson
Subject: Re: Hopper Car #2
Date: 17 Jun 2002 13:11:01
Message: <3d0e1825$1@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3D0E01BF.DCD59244@gmx.de...
> Very nice, reminds me that i planned to model a railway track some time
> ago, but did not have the time to accomplish this until now.
>
Sort of like a pov-city? 'cept a pov-railroad where various folks
contribute?


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From: Christoph Hormann
Subject: Re: Hopper Car #2
Date: 17 Jun 2002 13:37:04
Message: <3D0E1E2A.4A26B8E3@gmx.de>
"Greg M. Johnson" wrote:
> 
> > Very nice, reminds me that i planned to model a railway track some time
> > ago, but did not have the time to accomplish this until now.
> >
> Sort of like a pov-city? 'cept a pov-railroad where various folks
> contribute?

I'm not sure what you mean, i just wanted to create a realistic looking
railroad with rails, planks (do you have a special name for those in
english?) and gravel.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 14 Jun. 2002 _____./\/^>_*_<^\/\.______


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From: Timothy R  Cook
Subject: Re: Hopper Car #2
Date: 17 Jun 2002 17:22:35
Message: <3D0E531A.6020605@bellsouth.net>
Christoph Hormann wrote:
> I'm not sure what you mean, i just wanted to create a realistic looking
> railroad with rails, planks (do you have a special name for those in
> english?) and gravel.

They're called 'ties'.


-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Daniel Matthews
Subject: Re: Hopper Car #2
Date: 17 Jun 2002 21:28:02
Message: <1323631.I2AySC63QB@3-e.net>
Timothy R. Cook wrote:

> Christoph Hormann wrote:
>> I'm not sure what you mean, i just wanted to create a realistic looking
>> railroad with rails, planks (do you have a special name for those in
>> english?) and gravel.
> 
> They're called 'ties'.
> 
> 

Or "Sleepers", in Australia, where they were made out of Red Gum wood 
before they switched to the newer concrete system. 

-- 
Your connection failed because: My pony-tail hit the on/off switch on the 
power strip.


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