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St. wrote:
>
> Jim, that is just fantastic! I love it!
Thanks!
I can see where you were
> coming from ref the IRTC, but you know, I can't wait for the day that
> 3D artists can actually get to the point when they can use their
> artistic abilities quickly, not slowly. One day, eh?
>
Yes you have to consolidate a lot of skills and energy, and the IRTC bar
is pretty high now. I always liked Jaimes observation that he attempts
only what he can realistically accomplish.
-Jim
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Okay, perhaps I wrongly assumed "silverback" meant "old monkey."
But the hair doesn't look like that on an old monkey. Perhaps it needs
specular.
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Greg M. Johnson wrote:
> Okay, perhaps I wrongly assumed "silverback" meant "old monkey."
>
> But the hair doesn't look like that on an old monkey. Perhaps it needs
> specular.
>
>
Now that I have a book to look at, the hair seems to vary a lot, even
between individuals in a species. The source photo I was using did seem
to show pretty scraggy hair, which I took to mean "old" also. Other
chimps have more tuffed hair, in others its softer, more aligned in
waves. None look quite as wiry as in my picture though.
I was trying to get a wavy effect by distorting the hairs based on a
smooth pattern like bozo. But it didn't work as expected. I think I
may be amplifying the distortion to much. Indeed, I added reflection,
but left the specular at default, it was late.
I adopted your three-sided, segmented mesh technique to build the hair.
But I based each hair individually on a spline. This alllows me to
start with a specific root point, and a spedific end point. Some
splines just behave in a wacky way though. That is the main reason that
the segmenting sometimes shows. Hopefully on my next pass I can improve
all this. It's a slow process because I try to move forward on each
problem in turn. Refine the modelling. Then the uv texture mapping,
then the hair generation, then the lighting vs finish, then the eyes,
etc. I am also hoping to integrate your hair macros in the process also.
-Jim
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Jim Charter wrote:
> Apache wrote:
>
>> Photo Shop or Paint Shop?
>>
>>
> sorry, Photoshop 7
And though it goes without saying, I should also credit Poseray for the
conversion to POV format
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With Wings3D, eh? I've been fiddling around with that modeller lately as
well, simply because I want to get some experience on modelling. Won't go
very far professionally if I don't do some mesh-modelling and just stick to
POV-Ray's CSG and script-based meshes. Not that I really want to become a
pro in that area, but you never know...
Anyway, do you have any good links where they explain a little about
modelling? This model looks awesome compared to what I'm fiddling around
with, but so far, I couldn't find any good tutorials explaining some basics,
but maybe I've used the wrong keywords...
Regards,
Tim
PS: Attached one of my first feeble attempts. :-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
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Attachments:
Download '1stship.jpg' (50 KB)
Preview of image '1stship.jpg'
![1stship.jpg](/povray.binaries.images/attachment/%3C400501d7%40news.povray.org%3E/1stship.jpg?preview=1)
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On Wed, 14 Jan 2004 02:20:30 -0000, "St." <dot### [at] dot com> wrote:
> Jim, that is just fantastic! I love it!
So do I.
Regards
Stephen
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>POV-Ray's CSG and script-based meshes. Not that I really want to become a
>pro in that area, but you never know...
Everything can't be done in POV-Ray SDL, even not if you're only doing it
for fun ;) But POV-Ray + Wings3d is an excellent combination.
Anyway, I don't think I can ever start using a combination of 3d programs
where I can't use #while and #declare, it bothers me just thinking about
it! :)
>Anyway, do you have any good links where they explain a little about
>modelling? This model looks awesome compared to what I'm fiddling around
>with, but so far, I couldn't find any good tutorials explaining some basics,
>but maybe I've used the wrong keywords...
Try to look around in the Wings3D forum ( you find it at
http://www.wings3d.com ), there's a lot of nice tips and tricks to pick up
there.
But I belive the best method is just to play around and model a lot.
>PS: Attached one of my first feeble attempts. :-)
Nice, much better than my first.
-Peter
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> Try to look around in the Wings3D forum ( you find it at
> http://www.wings3d.com ), there's a lot of nice tips and tricks to pick up
> there.
Thanks, I'll have a look there.
> But I belive the best method is just to play around and model a lot.
Experience is everything, right-on about that.
> >PS: Attached one of my first feeble attempts. :-)
> Nice, much better than my first.
Thanks! Had a technical advisor (my younger brother), he uses some Maya PLE,
but since I don't have the money to buy Maya, I'd give Freeware a go and
look into commercial programms later.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
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Jim Charter wrote:
>I always liked Jaimes observation that he attempts
> only what he can realistically accomplish.
If I lived by that rule, I'd just sit and look at pictures -- well,
maybe an occasional sphere & checkered plane.
Fantastic image, BTW
Dave Matthews
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news:400501d7@news.povray.org...
> Anyway, do you have any good links where they explain a little about
> modelling? This model looks awesome compared to what I'm fiddling around
> with, but so far, I couldn't find any good tutorials explaining some
basics,
> but maybe I've used the wrong keywords...
IIRC, Jim has a formal art training and is an accomplished traditional
painter (see his website), which is a great advantage in 3D from what I've
seen from other traditional media artists who turned to 3D.
Did you do the "dog house" tutorial in the Wings3d manual? It probably
taught me most of what I had to know about modelling in Wings.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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