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"Hasan3" <PRO### [at] Yahoo com> wrote:
> I need your comment:)
> Regards.
>
> --------------
> Hasan
Awesome. How do you do the mortar and the uneven bricks? (I hope it isn't
Wings3D by hand for all of it....) I love the effect.
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Very nice Hasan
Only the staircase looks too new.
web.43dca47766475829d79e1ae30@news.povray.org...
> My last working.(I used wings3d)
>
>
> I need your comment:)
> Regards.
>
> --------------
> Hasan
>
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> Excellent start, Hasan!
>
> Perhaps the joints of the walls on the right are too strongly marked / too
> deep. Especially in comparison with the joints in the other walls and the
> street cobbles.
>
> In any case, I like it!
>
> Thomas
Thomas, thanks. "the right are too strongly marked " I will fixed this.
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Orchid XP v2 <voi### [at] dev null> wrote:
> Very nice. The lighting seems good for an outdoor scene. (The shadows
> are a bit sharp; probably need an arealight there. You could even use
> radiosity if you have a few lifetimes to spare.)
>
> The scene does scream for some antialiasing though... :-S
Orchid XP, this render is draft. I will render with Antialias...
I used only one point light and two parallel light.
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>>Very nice. The lighting seems good for an outdoor scene. (The shadows
>>are a bit sharp; probably need an arealight there. You could even use
>>radiosity if you have a few lifetimes to spare.)
>>
>>The scene does scream for some antialiasing though... :-S
>
>
> Orchid XP, this render is draft. I will render with Antialias...
> I used only one point light and two parallel light.
I figured as much.
Even so, I think it's looking pretty good. :-)
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"Dave Matthews" <dav### [at] mnwest edu> wrote:
> Awesome. How do you do the mortar and the uneven bricks? (I hope it isn't
> Wings3D by hand for all of it....) I love the effect.
Dave,
"How do you do the mortar and the uneven bricks?"
Those bricks are made with image_map and bump_map.
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"Remy Closset" <rem### [at] neuf fr> wrote:
> Very nice Hasan
> Only the staircase looks too new.
>
Remy thanks, you are right. The staircase texture is not complete. I'm
trying at it.
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"Hasan3" <PRO### [at] Yahoo com> wrote in message
news:web.43dca47766475829d79e1ae30@news.povray.org...
> My last working.(I used wings3d)
>
>
> I need your comment:)
Hi Hasan
Well, if you haven't noticed yet, I'm a Wings3D enthusiast too amongst
others here, so I'd like to offer some advice if I can?
First of all, I really like this image, I think you have the right
viewing angle, and more than this, it's just a nice scene that will look
great when finished.
Ok, see those straight edges on your right-hand brick wall and ALL the
other straight edges? They're too straight imo. You can dimple *parts* of
those straight lines by moving points around either point by point using the
z-x planes, or highlight a point, hit > 'Tools', and then > 'Tweak', and
move it around where you want it to go. You can also highlight points and
right-click, then > 'deform', then > 'random' or whatever you want to choose
in the list available. It should give you a little realism to that wall and
other places in your scene.
~Steve~
> Regards.
>
> --------------
> Hasan
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Hasan3 wrote:
> My last working.(I used wings3d)
>
>
> I need your comment:)
> Regards.
>
> --------------
> Hasan
>
>
> ------------------------------------------------------------------------
>
Interesting to see tour de force work with uv mapped textures
Obviously nothing comes for free and with this technique the splicing of
the different image maps along the edges is where the illusion breaks
down. I think you are going to have to manually manipulate the maps to
make those seems seemless.
I am not too familiar with these techniques but the first thought that
comes to mind is to "flip" the image horizontally in an image editor so
that at a corner it would be as if the image was hinged at the corner
edge and swung back through the structure to appear on the orthogonal
wall, (sort of like a military about face and wheel manuever.)
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:43dd609c$1@news.povray.org...
> >
> Interesting to see tour de force work with uv mapped textures
>
> Obviously nothing comes for free and with this technique the splicing of
> the different image maps along the edges is where the illusion breaks
> down. I think you are going to have to manually manipulate the maps to
> make those seems seemless.
>
> I am not too familiar with these techniques but the first thought that
> comes to mind is to "flip" the image horizontally in an image editor so
> that at a corner it would be as if the image was hinged at the corner
> edge and swung back through the structure to appear on the orthogonal
> wall, (sort of like a military about face and wheel manuever.)
I personally prefer to work on the image_maps in Poseray. You can easily
wrap around and scale them to your needs.
Thomas
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