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14 Nov 2024 17:12:03 EST (-0500)
  east german doomsday art (Message 1 to 5 of 5)  
From: def gsus-
Subject: east german doomsday art
Date: 28 Mar 2007 02:40:01
Message: <web.460a1bb3fc6d985dbd61fc7e0@news.povray.org>
hi guys,
wanted to post this w.i.p of a traditinally, practical, east german everyday
building. it's located here in leipzig, but just recently the city choose to
cover the whole thing with commercials. but i found a photo, made before,
and started to macro-model that together and put it to the stock of
gdr-doomsday-buildings, i already have. they will be very valuable when i
finally have some idea for a cool scene.


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Attachments:
Download 'bruehl2.jpg' (87 KB)

Preview of image 'bruehl2.jpg'
bruehl2.jpg


 

From: fls13
Subject: Re: east german doomsday art
Date: 28 Mar 2007 15:30:01
Message: <web.460acf186eda07434ed2112b0@news.povray.org>
Nice job, great touch with the broken windows.


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From: dlm
Subject: Re: east german doomsday art
Date: 28 Mar 2007 15:49:25
Message: <460ad4d5$1@news.povray.org>
"fls13" <fls### [at] netzeronet> wrote in message 
news:web.460acf186eda07434ed2112b0@news.povray.org...
> Nice job, great touch with the broken windows.
>
Just odd the ground floor windows on the left building aren't all smashed 
out.
Are there no walls inside these shells?
DLM


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From: scott
Subject: Re: east german doomsday art
Date: 29 Mar 2007 03:39:57
Message: <460b7b5d$1@news.povray.org>
>> Nice job, great touch with the broken windows.
>>
> Just odd the ground floor windows on the left building aren't all smashed 
> out.

Yeh, that would be too easy ;-)

Also, could do with some graffiti to give it that authentic feel...


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From: def gsus-
Subject: Re: east german doomsday art
Date: 3 Apr 2007 17:45:02
Message: <web.4612cace6eda074346e8c5830@news.povray.org>
"scott" <sco### [at] spamcoom> wrote:
> >> Nice job, great touch with the broken windows.
> >>
> > Just odd the ground floor windows on the left building aren't all smashed
> > out.
>
> Yeh, that would be too easy ;-)
>
in fact, it's both the same building. parsing one building takes a few secs
and i just copied the building for this take, to have some shadow on it.
the windows are broken with a probability of 0.0 to 1.0, but overall for
whole building. thanks for the tip. it's obviously more likely that windows
near the floor are more affected by vandalism. i also want to add a
prob-factor for demolition of walls and everything.
> Also, could do with some graffiti to give it that authentic feel...
absolutely. thing is, for puristic reasons i never or rarely used external
textures, so i first have to come up with a sprayer-macro--or i break with
my tradition. the latter would probably give more artistic and realistic
results.
thanks for interest anyway


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