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ingo nous apporta ses lumieres ainsi en ce 2004-12-28 14:25... :
>Higher res versions can be found at:
>
>http://members.home.nl/seed7/bird_01.png
>http://members.home.nl/seed7/bird_02.png
>
>Ingo
>
>
>
Great! Now on to the colouring.
Alain
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Even better than the horse!
Very nice!
;-)
Paolo
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Wow!
Mick
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in news:41d1d0d6$1@news.povray.org Thomas Lake wrote:
> Inspired by a Bird of Paradise? Both the flower and the bird(s):
>
And by a sculpture made of paper self adhesive tape I saw recently.
Ingo
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in news:41d1f08c$1@news.povray.org Eli wrote:
> wings3d?
>
Silo3D
Ingo
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in news:41d210fd@news.povray.org Alain wrote:
> Great! Now on to the colouring.
>
Maybe, if uv-mapping wouldn't be such a hard job. But first I'll
concentrate a bit more on moddeling.
Ingo
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Silo rules.
I have Wings3d too so that's what I normally use because I don't want to
invest in software at the moment.
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ingo wrote:
> Higher res versions can be found at:
>
> http://members.home.nl/seed7/bird_01.png
> http://members.home.nl/seed7/bird_02.png
>
An aerodynamic curiosity but still well done. ;-)
Does Silo have good support for texturing such models BTW?
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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in news:cr1bpt$m51$2@chho.imagico.de Christoph Hormann wrote:
> An aerodynamic curiosity but still well done. ;-)
>
> Does Silo have good support for texturing such models BTW?
>
You can group poly's and assign a texture to them, see image. For use with
POV-Ray's procedural textures its good enough.
The textures can also be imagemaps that you can / have to/ scale, rotate
etc to fit. I've no idea how this is reflected in the uv-coords. The
general output of uv's isn't optimal.
Ingo
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Attachments:
Download 'vultureparrot.jpg' (21 KB)
Preview of image 'vultureparrot.jpg'
![vultureparrot.jpg](/povray.binaries.images/attachment/%3CXns95CFC982C97Aseed7%40news.povray.org%3E/vultureparrot.jpg?preview=1)
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ingo wrote:
>
> You can group poly's and assign a texture to them, see image. For use with
> POV-Ray's procedural textures its good enough.
That's the same in Wings3D.
> The textures can also be imagemaps that you can / have to/ scale, rotate
> etc to fit. I've no idea how this is reflected in the uv-coords. The
> general output of uv's isn't optimal.
That seems better in Wings although i have not worked much with the UV
mapping techniques there.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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