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12 Aug 2024 13:23:06 EDT (-0400)
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From: =Bob=
Subject: Re: 2nd Mesh Hat
Date: 18 Sep 2003 12:56:13
Message: <3f69e3ad$1@news.povray.org>
"Tim Nikias v2.0" <no_lights (@) digitaltwilight.de> wrote in message
news:3f69e2ce@news.povray.org...
: About stretching it for cartoonish-effects:
: I'm as of yet unsure how much I do want
: to apply that sort of comedy. Exagherating
: expressions is one thing, deforming the
: props another...

It all depends on how slapstick you want to get.
In animated cartoons, animators tend to put
everything to work for them, even if it's just a
little.

: Still, thanks for the input. After all the useful
: comments, I've reached the same conclusions
: and have a better idea of how a hat is to
: be modelled for a worm. I'll someday create
: a worm-fashion! ;-)

Sounds great!
=Bob=


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From: =Bob=
Subject: Re: Update on 2nd Mesh Hat
Date: 18 Sep 2003 12:59:35
Message: <3f69e477@news.povray.org>
Very nice! That looks great. I really like the texture!
Cute as a button...
=Bob=

"Tim Nikias v2.0" <no_lights (@) digitaltwilight.de> wrote in message
news:3f69e3a7@news.povray.org...
: I think is getting very close to how I want
: it to look. I'll work some more on the textures
: and deformation-map, and these were
: just a rough first test.
[deletions]


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From: Tim Nikias v2 0
Subject: Re: Update on 2nd Mesh Hat
Date: 18 Sep 2003 17:59:53
Message: <3f6a2ad9$1@news.povray.org>
Thanks! Finally got something right on
the first go! ;-)

I'm thinking about making the texture
a little bit smaller. Its a photo from
the fabric of a sweater of mine, but
thats not too visible. Maybe it doesn't
need to be, but I still want to try how
it looks if its more obvious...

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> Very nice! That looks great. I really like the texture!
> Cute as a button...
> =Bob=
>
> : I think is getting very close to how I want
> : it to look. I'll work some more on the textures
> : and deformation-map, and these were
> : just a rough first test.
> [deletions]
>
>


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From: Tim Nikias v2 0
Subject: Darker 2nd Hat
Date: 18 Sep 2003 18:47:30
Message: <3f6a3602@news.povray.org>
Now, the original texture was scaled down,
along with the deformation-map, and I
think its better. I've also made some color-
adjustments to the texture so that the
fabric is more pronounced.
The mesh for the hat is made of 16000
uv-mapped smooth-triangles which sums
to 4.7 MB. Parsing is around 20 seconds
or so, so animating it would be possible.
For really detailed close-ups, I might even
use a larger mesh...
Anyways, animating it physically correct
would be one thing, in a cartoon-like fashion
another. Actually simulating something
realistic with the hat is a no-no if I want to
(and thats what I intend to do) stick to
pure POV-Script (at least for this short).

Now, with this realistic hat, I'm thinking if
I should try to create a more realistic texture
(but no subsurface scattering) for the worm's
skin... I guess it depends on how much the
later scenery will be stylized, rather than
photorealistic. I do plan on making imagemaps
with my Digital Camera... Well, we'll see.
I guess though, in any case, that this is a warp
on the Hat.

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de



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Attachments:
Download 'Hat_ib2_b.jpg' (26 KB)

Preview of image 'Hat_ib2_b.jpg'
Hat_ib2_b.jpg


 

From: =Bob=
Subject: Re: Darker 2nd Hat
Date: 19 Sep 2003 00:04:37
Message: <3f6a8055@news.povray.org>
I like it! That hat looks very nice. I see the smaller texture
makes it look less bulky too. How much stretching/warping
to the hat can you do with the mesh?
=Bob=


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From: Tim Nikias v2 0
Subject: Re: Darker 2nd Hat
Date: 19 Sep 2003 04:28:51
Message: <3f6abe43@news.povray.org>
Well, the hat is actually a rectangular
mesh, and for now, the inside is
hollow. Stretching/warping can be done
in all kinds of way: using the Vector-
Positions as basis, its relative position
in the rectangular array... Its actually
parsed and calculated in POV-SDL,
so its VERY flexible, cause I've got
access to everything. I could for example
animate the BSpline (my POV-SDL
implementation of Bezier-Splines) with
which I've modelled the lathe-like outline
of the mesh. UV-Mapping is done auto-
matically by my Mesh-Modifying-Macros,
so I won't get any troubles with that...

Did you have something specific in mind?

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> I like it! That hat looks very nice. I see the smaller texture
> makes it look less bulky too. How much stretching/warping
> to the hat can you do with the mesh?
> =Bob=
>
>


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From: Txemi Jendrix
Subject: RE: Darker 2nd Hat
Date: 19 Sep 2003 15:09:37
Message: <3f6b5471@news.povray.org>

noticias 3f6a3602@news.povray.org...

Hi Tim.
Much better than the previous ones.
Now the scale and the texture look realistic.
Funny model by the way
Keep up the good work.
Bye

Txemi Jendrix
http://www.txemijendrix.com


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From: =Bob=
Subject: Re: Darker 2nd Hat
Date: 19 Sep 2003 16:38:36
Message: <3f6b694c$1@news.povray.org>
Actually, I was only curious because I've not
worked with meshes yet. So I was trying to
get an idea of how flexible it was and how
cartoonish you might be able to get with it.
Purely academic..
=Bob=

"Tim Nikias v2.0" <no_lights (@) digitaltwilight.de> wrote in message
news:3f6abe43@news.povray.org...
: Well, the hat is actually a rectangular
: mesh, and for now, the inside is
: hollow. Stretching/warping can be done
: in all kinds of way: using the Vector-
: Positions as basis, its relative position
: in the rectangular array... Its actually
: parsed and calculated in POV-SDL,
: so its VERY flexible, cause I've got
: access to everything. I could for example
: animate the BSpline (my POV-SDL
: implementation of Bezier-Splines) with
: which I've modelled the lathe-like outline
: of the mesh. UV-Mapping is done auto-
: matically by my Mesh-Modifying-Macros,
: so I won't get any troubles with that...
:
: Did you have something specific in mind?
:
: -- 
: Tim Nikias v2.0
: Homepage: http://www.digitaltwilight.de/no_lights
: Email: no_lights (@) digitaltwilight.de


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From: Tim Nikias v2 0
Subject: Re: Darker 2nd Hat
Date: 19 Sep 2003 17:53:42
Message: <3f6b7ae6@news.povray.org>
Oh, well, basically, you can stretch
meshes etc like any other object in
POV-Ray. But when you've got all
vertices at hand, you can do position-
based transformations, like only the
right side of the mesh, and gradually
turn it to non-deformed to the left,
stuff like that.


-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


> Actually, I was only curious because I've not
> worked with meshes yet. So I was trying to
> get an idea of how flexible it was and how
> cartoonish you might be able to get with it.
> Purely academic..
> =Bob=
>



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From: Tim Nikias v2 0
Subject: Re: Darker 2nd Hat
Date: 19 Sep 2003 17:55:32
Message: <3f6b7b54@news.povray.org>
Thanks!
Yeah, the texture does look great,
knowing that its just a quick pic taken
with my digicam (where I only looked
after no shadow being on the sweater).
I'll probably get many more textures
for the short that way. Not only because
it seems an easy and fast way to get
realistic textures, but also because it
might be a useful addition to texture-
creation for photorealistic images in
my future artistic life...

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de


>
> Hi Tim.
> Much better than the previous ones.
> Now the scale and the texture look realistic.
> Funny model by the way
> Keep up the good work.
> Bye
>
> Txemi Jendrix
> http://www.txemijendrix.com
>
>
>


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