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Ok, I should have mentioned it. The dragon is the old
Zygote (meanwhile DAZ) dragon model. Posing and
a little morphing done with Poser (not only useful for
females). As usual tweaked with Wings3d (removed
some useless triangles to save memory, surface subdivision
for other parts to make them more smooth, removed the
eyes and replaced them later with simple pov-spheres to
save even more memory). UV-mapping is also removed
from the mesh, for better use with procedural texture.
The skull is completely done with Wings and the socket
is simple CSG
-Ive
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> Mmmm you said dust-trap but I can see neither dust nor patination as old
> brass can show
Hey, I guess if a photographer takes a beauty shot of that model he would
also clean and polish it :)
But I agree, some patina would be nice and I will try to make the dragon
look older.
-Ive
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Ive wrote:
>Just a little dust-trap for the bookshelf in the "Italian Room" scene.
>Somehow inspired by the Coen Brothers, Will Shakespeare, Homer
>and George Clooney.
>
>-Ive
>
hey, a nice irtc award, do not?
Bruno Gimeno
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So I watched the Dragonheart sequel last night, not as good as the
first one. You've done a great job there. Apart from a niggle re the
small claws I like it, but I hate dusting brass ornaments :)
Alf
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"Ive" <ive### [at] lilysoftcom> wrote in news:3dea2c9e@news.povray.org
> Just a little dust-trap for the bookshelf in the "Italian Room" scene.
> Somehow inspired by the Coen Brothers, Will Shakespeare, Homer
> and George Clooney.
Very nice :))
But... there is IMHO a problem (or rather optical illusion) with the floor
- it looks like not parellal to dragon figure. In other words - dragon
looks like drawed with camera { location 0 look_at <0,0,10> }
and floor like camera { location 0 looka_at <0,-5,10> }
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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> hey, a nice irtc award, do not?
>
I think when entering the IRTC the next time , I will
seriously try to stay on topic and the little dragon was
only made for the bookshelf and it does not look
very frozen :)
-Ive
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> So I watched the Dragonheart sequel last night, not as good as the
> first one. You've done a great job there. Apart from a niggle re the
> small claws I like it, but I hate dusting brass ornaments :)
>
I've never seen the sequel but I loved the dragons voice in the first
one, wasn't it Sean Connery and for sure the dragon himself as
done by ILM.
Just did google it up and the director of Dragonheart is Rob Cohen
but I was referring to Joel and Ethan Coen and the movie "O brother,
where art thou?" starring a singing George Clooney and many other
strange things - but without any dragons :-)
-Ive
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> But... there is IMHO a problem (or rather optical illusion) with the floor
> - it looks like not parellal to dragon figure. In other words - dragon
> looks like drawed with camera { location 0 look_at <0,0,10> }
> and floor like camera { location 0 looka_at <0,-5,10> }
>
Hmm, I do not see what you mean, but believe me there is nothing
faked, the floor are just some height fields at y=0, the dragon figure
is also placed at <0,0,0> and the camera is at <-4.0, 19.0, -46.0>
-Ive
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I have to say i really like the floor texture. is that an image/bump map or
what?
Ive <ive### [at] lilysoftcom> wrote in message news:3dea2c9e@news.povray.org...
> Just a little dust-trap for the bookshelf in the "Italian Room" scene.
> Somehow inspired by the Coen Brothers, Will Shakespeare, Homer
> and George Clooney.
>
> -Ive
>
>
>
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> I have to say i really like the floor texture. is that an image/bump map or
> what?
>
No image map, just reflection.
The floor is just made of height_field tiles and one of the
tiles is created like this:
#declare HF_Resolution = 3; // 0 to use a box
#local N_Wood1 = pigment { wood
turbulence 0.1
octaves 8
rotate 90*y
scale <0.08, 0.05, 0.05>*0.6
}
#if (HF_Resolution > 0)
#declare WoodTile1 = height_field {
function 128*HF_Resolution, 128*HF_Resolution {
pigment{N_Wood1}
}
#else
#declare WoodTile1 = box { 0, 1
#end
texture{T_Wood1}
translate -0.5
scale <20, 0.01, 20>
}
The tiles are rotated and put together to create the checkered
floor look and I did use only two different height_fields for the
complete floor because due to the rotation the repetition is not
very noticable.
-Ive
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