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From: Dave Matthews
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 11:55:00
Message: <web.43dcf2989cdad2d58c7259570@news.povray.org>
"Hasan3" <PRO### [at] Yahoocom> 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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From: Remy Closset
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 12:12:27
Message: <43dcf77b@news.povray.org>
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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From: Hasan3
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 12:45:00
Message: <web.43dcfea49cdad2d5234dc2760@news.povray.org>
> 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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From: Hasan3
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 12:50:00
Message: <web.43dcff8a9cdad2d5234dc2760@news.povray.org>
Orchid XP v2 <voi### [at] devnull> 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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From: Orchid XP v2
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 12:51:06
Message: <43dd008a$1@news.povray.org>
>>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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From: Hasan3
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 12:55:01
Message: <web.43dd005e9cdad2d5234dc2760@news.povray.org>
"Dave Matthews" <dav### [at] mnwestedu> 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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From: Hasan3
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 12:55:01
Message: <web.43dd00fd9cdad2d5234dc2760@news.povray.org>
"Remy Closset" <rem### [at] neuffr> 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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From: St 
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 18:31:12
Message: <43dd5040@news.povray.org>
"Hasan3" <PRO### [at] Yahoocom> 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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From: Jim Charter
Subject: Re: A historical street (WIP)
Date: 29 Jan 2006 19:41:00
Message: <43dd609c$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: A historical street (WIP)
Date: 30 Jan 2006 02:52:01
Message: <43ddc5a1@news.povray.org>
"Jim Charter" <jrc### [at] msncom> 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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