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Jim Charter <jrc### [at] msncom> wrote:
> Coming along beautifully. Right now, as a WIP it does carry a sense of
> tidied up ruin, as if it is 'ruin' on display in a museum, much because
> of the clean ground plane.
Yes, maybe 'ruins' is a misleading title. I was originally thinking of proper
fractured, partially-collapsed ruins, but I'm leaning more towards 'abandoned'
rather than 'ruined'. It may yet go either way! Some dust, detritus and
vegetation will quickly remove the 'tidy' look, I think.
> There is a very nice feel of a sort of sandstone or even soft marble
> about the whole thing.
Excellent; that's what I was trying for!
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"triple_r" <nomail@nomail> wrote:
> Especially the lighting, but should there be a little
> more contrast given that the sun is pretty high in the sky?
I think you're right, and I will be juggling the relative brightnesses of the
lighting elements. There is a lot of diffuse light from the sunlit side of the
quad (out of sight) to illuminate the shadowed area opposite, but I think,
given the shadowed location of the viewpoint, there should definitely be a
greater contrast. I just hate to obscure detail with darkness! :)
It would be interesting to try an 'overcast' version too, with no sun. The
radiosity settings will probably need cranking up for that...
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"Charles C" <nomail@nomail> wrote:
> Wow that really looks great, lighting and modeling both!
Thanks!
> My only
> suggestion/qualification is that to me I think it's the relative
> size of the radius on the stones in the pillars and/or the smoothness that
> clipca mentioned that is affecting my sense of scale more towards a small scale
> clay model. It's just for the pillars, not the walls, and only some of the times
> I look at it.
Do you mean the radius of curvature of the edges? It's the same value for all
the blocks. As I mentioned above, the meshes are low-res versions and will look
craggier in later instalments. And vegetation should provide some scale too
(when I get around to adding it!)...
> PS You've always done good stonework. :)
Cheers. It's been an ongoing theme for a while now ;-)
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This is coming along very nicely. I am just sitting back and waiting for
updates...:-)
Thomas
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web.49ae4522d23605756dd25f0b0@news.povray.org...
> Jim Charter <jrc### [at] msncom> wrote:
>> Coming along beautifully. Right now, as a WIP it does carry a sense of
>> tidied up ruin, as if it is 'ruin' on display in a museum, much because
>> of the clean ground plane.
>
> Yes, maybe 'ruins' is a misleading title. I was originally thinking of
> proper
> fractured, partially-collapsed ruins, but I'm leaning more towards
> 'abandoned'
> rather than 'ruined'. It may yet go either way! Some dust, detritus and
> vegetation will quickly remove the 'tidy' look, I think.
A lizard in a "S" pose climbing the closest sunlit column?
Great overall look (You don't want an earthquake to occur while you are
visiting , do you?)
Is it an illusion or the bottom stones of the collumns are the same?
I'd suggest a rotation.
Excellent work anyway
Marc
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"m_a_r_c" <jac### [at] wanadoofr> wrote:
> A lizard in a "S" pose climbing the closest sunlit column?
Great idea! I need to find a lizard... :)
> Great overall look (You don't want an earthquake to occur while you are
> visiting , do you?)
No indeed.
> Is it an illusion or the bottom stones of the collumns are the same?
> I'd suggest a rotation.
They are all the same. I thought I was rotating them, but it seems my rand() has
let me down here. There's only one of any of the shapes, they're all rotated and
textured individually. I might eventually use two of the column bases, and
probably several bricks just for the extra variety.
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I think the gaps between the column sections are too large, which is
contributing to the scale issue. It is coming along nicely though.
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Kyle <no### [at] spamok> wrote:
> I think the gaps between the column sections are too large, which is
> contributing to the scale issue.
This seems to be the consensus. I'll try making the edge curvature finer. Will
post results later...
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Both, really. I've since given the pigment a finer, grainy look, almost
> normal-like close up. And you're right, the mesh is a low-res version. It too
> will be finer for high-quality renders. (I would say this is a 'medium-quality'
> render!)
Only to a point. It looks like you could go a little farther on surface
deformation detail, but there should always be room for some fine-scale detail
with a normal.
- Ricky
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Very nice image Bill. The contrast is great, and were you to make an
approximation of the main scene in obj format, that ivy generator could do
some really cool stuff with this image, especially if it grows from a raised
centerplaced garden of some sort. A little water would rock too.
I tend to get too absorbed in building macros to accomplish anything of this
sort. :-p
Didn't you say that you used meshes to age the building components?
They render so quickly that I really must consider learning to use
them...but thats for later...
I can't wait to see the final product!
ian
"Bill Pragnell" <bil### [at] hotmailcom> wrote in message
news:web.49ad9cf5b1874bfa219167190@news.povray.org...
> This was such a nice result I thought I had to share it.
>
> I'm pretty happy with the basic layout, although I might tweak the camera
> viewpoint to sort out the visibility of the columns on the far side. Then
> I
> need to put brickwork in the outer walls, some extra detailing here and
> there,
> the floor, some vegetation...
>
> Comments welcome as always
>
> Bill
>
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