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1 Aug 2024 00:21:18 EDT (-0400)
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From: Carlo C 
Subject: Re: TOY ROBOT (Lilliput) (96KB)
Date: 26 Apr 2009 11:30:00
Message: <web.49f47d7955043cfe8e9b2eeb0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Now with finished paint job and perhaps too much rust...
>
> --
> Jaime

Wow, now I understand why the first was a WIP!
Great textures.
:-)

--
Carlo


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From: Jaime Vives Piqueres
Subject: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 27 Apr 2009 09:21:53
Message: <49f5b171@news.povray.org>
Last update for the moment... until I find some interesting situation for a
real scene with it.

The dents where done in Wings3d, using the random point selection to select
10% of the points, then moving them along the normal: one time to the inside
and another to the outside. Both pics use the same technique, but 9c has
more depth on the dents.

Regards,

--
Jaime


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Attachments:
Download 'toy-robot-09b.jpg' (93 KB) Download 'toy-robot-09c.jpg' (93 KB)

Preview of image 'toy-robot-09b.jpg'
toy-robot-09b.jpg

Preview of image 'toy-robot-09c.jpg'
toy-robot-09c.jpg


 

From: Jaime Vives Piqueres
Subject: Re: TOY ROBOT (Lilliput) (72KB)
Date: 27 Apr 2009 09:23:31
Message: <49f5b1d3$1@news.povray.org>

> You know, I've been trying to do some uv unwrapping on a complex model 
> also, and after finally figuring out what causes the "failed to export" 
> plugin issue (not placing every face in the model on the UV chart), I 
> shot myself in the foot by upgrading to 0.99.04 from 0.98.28 while 
> halfway through the model.  So... a word of warning:  finish the modeling
>  process before upgrading!

   I'm already on 0.99.04, but thanks for the tips...

> Anyway, I've since realized that uv mapping in wings still has some 
> issues when it comes to Pov exporting, and I will probably try to 
> partially avoid it, since the model can be correctly textured using some 
> of the image_map features directly in POV-ray, if the textures for the 
> object are selected correctly (that is, marking which areas in wings that
>  will receive which image_map in povray).

   You can also use Poseray... it does a better job, specially on how it
handles the textures, but in general you have much more control on the
exported code.

> P.S. Seeing the rusty version was actually kind of sad.

   Then better don't look at the new version... :)


> However, I noticed that the arms are still positioned as though the robot
>  were walking.  Are they part of the model that way, or are they cut for 
> animation?

   No, I didn't think at all about animating it, but in this case it will be
very easy to animate it in POV-Ray, just exporting the arms as a separate
mesh and using some simple transformations.

> I keep meaning to write a wiki article on using marker lights in wings so
>  you can animate your models, but I never get around to it...

   Now I don't know what you're talking about... marker lights? You mean
placing lights to use the points later, or something like that?

--
Jaime


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From: Robert McGregor
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 27 Apr 2009 18:50:00
Message: <web.49f6361c268a24754726e92b0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> The dents where done in Wings3d, using the random point selection to select
> 10% of the points, then moving them along the normal: one time to the inside
> and another to the outside. Both pics use the same technique, but 9c has
> more depth on the dents.

Very nice job, as usual, Jaime! I really like the dents, chipped paint, and
heavy rust, as well as the great (I'm assuming) proceduralized textures.

I'd maybe add a big dent in one or more corner(s) of the head box where some
careless child has dropped him many times (as they tend to do, especially when
battling Jedi knights or clone troopers or Klingons or...)

Cheers,
Rob :)


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From: Kenneth
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 27 Apr 2009 23:55:00
Message: <web.49f67d35268a2475f50167bc0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Last update for the moment... until I find some interesting situation for a
> real scene with it.

It looks like an honest-to-goodness photo.  Just perfect.

IMO, the family dog just dug it up in the backyard; it was lost in the bushes
decades ago by mistake, and sadly forgotten by its young owner. Now, as an
older adult, the owner cherishes it for the wonderful memories it evokes. (And
he gave his dog a nice meaty bone as a reward for finding it!)

KW


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From: Reactor
Subject: Re: TOY ROBOT (Lilliput) (72KB)
Date: 28 Apr 2009 02:55:00
Message: <web.49f6a717655615c860f82e3e0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
>    Now I don't know what you're talking about... marker lights? You mean
> placing lights to use the points later, or something like that?
>
> --
> Jaime



Sorry, yes, using lights and the 'position highlight' command to mark points of
rotation.  For a very simple model, one can often align the axis of rotation
with one of the cardinal axes and export that way, but for a very complex
object or an object that will incorporate POV-ray primitives, it can be very
helpful to know where a given point or shape is.

As Wings doesn't have a way to export a point or line primitive, I tend to use
light sources.

-Reactor


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From: Jaime Vives Piqueres
Subject: Re: TOY ROBOT (Lilliput) (72KB)
Date: 28 Apr 2009 04:21:33
Message: <49f6bc8d$1@news.povray.org>

> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>> Now I don't know what you're talking about... marker lights? You mean 
>> placing lights to use the points later, or something like that?
>> 
>> -- Jaime
> 
> 
> 
> Sorry, yes, using lights and the 'position highlight' command to mark
> points of rotation.  For a very simple model, one can often align the
> axis of rotation with one of the cardinal axes and export that way, but
> for a very complex object or an object that will incorporate POV-ray
> primitives, it can be very helpful to know where a given point or shape
> is.
> 
> As Wings doesn't have a way to export a point or line primitive, I tend
> to use light sources.

   Ah... clever! I also wanted sometimes to export points (not for animation,
but to place other objects on the surface), but never figured out this
one... thanks!

--
Jaime


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From: Jaime Vives Piqueres
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 28 Apr 2009 18:07:46
Message: <49f77e32@news.povray.org>

> Very nice job, as usual, Jaime! I really like the dents, chipped paint,
> and heavy rust, as well as the great (I'm assuming) proceduralized
> textures.

   Thanks, but in this case I didn't use any procedural pattern, so I don't
know if that counts as proceduralizing... ;) ...I just used the material map
feature to mix the uv maps with a photo of rusted metal, something like:

   texture{
    uv_mapping
    material_map{
     png "rust_map" // b&w (2 indexes) image generated from the one below
     texture{pigment{image_map{jpeg "any_rust_photo.jpg"}}}
     texture{pigment{image_map{png "uv_map.png"}}}
    }
   }

> I'd maybe add a big dent in one or more corner(s) of the head box where
> some careless child has dropped him many times (as they tend to do,
> especially when battling Jedi knights or clone troopers or Klingons
> or...)

   I think I prefer Kenneth story on the post bellow: it doesn't involves any
further damage to the poor little robot... :)

--
Jaime


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From: Jaime Vives Piqueres
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 28 Apr 2009 18:09:34
Message: <49f77e9e$1@news.povray.org>

> IMO, the family dog just dug it up in the backyard; it was lost in the
> bushes decades ago by mistake, and sadly forgotten by its young owner.
> Now, as an older adult, the owner cherishes it for the wonderful memories
> it evokes. (And he gave his dog a nice meaty bone as a reward for finding
> it!)

   Beautiful story... thanks for coming up with such nice explanation for the
excess of rust and lack of real damage. :)

--
Jaime


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From: zutroi
Subject: Re: Now with dents [Re: TOY ROBOT (Lilliput)]
Date: 30 Apr 2009 02:43:50
Message: <49f948a6$1@news.povray.org>
Jaime Vives Piqueres wrote:
> Last update for the moment... until I find some interesting situation for a
> real scene with it.


Jaime, this is beautiful. One of my favourite rendered images ever.

zutroi


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