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On 07/12/2012 8:42 PM, Kenneth wrote:
> To show the various objects and their textures more clearly; and the rather
> extreme differences in the brightness levels of things, just to try and get the
> scene-WITH-atmospheric-media to look 'balanced' (more or less.)
It certainly looks different. :-)
Unfortunately it shows a mistake in your anchor. The stock (small arms
at the top) should be at right angles to the arms with the flukes.
http://en.wikipedia.org/wiki/Anchor#Admiralty_Pattern
A bit pernickety I know but it is a great scene, sorry.
Maybe the background could be a bit darker to give more of an unlit
depth feeling.
--
Regards
Stephen
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On 7-12-2012 23:11, Stephen wrote:
> Unfortunately it shows a mistake in your anchor. The stock (small arms
> at the top) should be at right angles to the arms with the flukes.
>
LOL! Otoh, the present anchor is a bit tongue-in-cheek. Imagine the ship
going with it :-)
Thomas
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Stephen <mca### [at] aolcom> wrote:
>
> It certainly looks different. :-)
> Unfortunately it shows a mistake in your anchor. The stock (small arms
> at the top) should be at right angles to the arms with the flukes.
>
> http://en.wikipedia.org/wiki/Anchor#Admiralty_Pattern
>
Oops, you're right. Thanks for the link. I built my own anchor solely from
imagination, no references. Hmm, not a good idea! (Actually, I just dragged it
into this scene from one that I did long ago.) Time to update it, although I
think I'll keep it's rather 'stocky' look; real anchors look a bit skinny to
me--except for US Navy ship anchors, which are HUGE!
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Thomas de Groot <tho### [at] degrootorg> wrote:
>
> LOL! Otoh, the present anchor is a bit tongue-in-cheek. Imagine the ship
> going with it :-)
>
Yeah, it's kind of a 'fantasy' anchor (well, only because I didn't take the time
to research any real ones!) The bathysphere is just an imaginary one too--but it
needs more do-dads and greeblies. And the 'lamp arms' are much too basic right
now.
Something else that escaped my attention: The stone columns on the left have
coral encrustations (or whatever that stuff is), but the ones on the right do
not. I forgot to trace() them!
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On 08/12/2012 4:34 PM, Kenneth wrote:
> Oops, you're right. Thanks for the link. I built my own anchor solely from
> imagination, no references. Hmm, not a good idea! (Actually, I just dragged it
> into this scene from one that I did long ago.) Time to update it, although I
> think I'll keep it's rather 'stocky' look; real anchors look a bit skinny to
> me
Sometimes reality is a bit disappointing. ;-)
> --except for US Navy ship anchors, which are HUGE!
Well there is a lot of tonnage to keep in place.
I worked on semi-submersible oil rigs and their anchors were too big to
keep onboard. Eight anchors weighing ten tons or more.
http://us.123rf.com/400wm/400/400/trondur/trondur0904/trondur090400262/4704565-pulling-anchor-onto-deck.jpg
--
Regards
Stephen
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> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>>
>> LOL! Otoh, the present anchor is a bit tongue-in-cheek. Imagine the ship
>> going with it :-)
>>
>
> Yeah, it's kind of a 'fantasy' anchor (well, only because I didn't take the time
> to research any real ones!) The bathysphere is just an imaginary one too--but it
> needs more do-dads and greeblies. And the 'lamp arms' are much too basic right
> now.
>
> Something else that escaped my attention: The stone columns on the left have
> coral encrustations (or whatever that stuff is), but the ones on the right do
> not. I forgot to trace() them!
>
>
Real bathispheres are realy smooth skinned. A smooth sphere is the best
shape when you need to resist the the presure...
Then, you may have some kind of cage surrounding it to receive any
needed attachments.
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Alain <kua### [at] videotronca> wrote:
>
> Real bathispheres are realy smooth skinned. A smooth sphere is the best
> shape when you need to resist the the presure...
> Then, you may have some kind of cage surrounding it to receive any
> needed attachments.
The design I'm trying to achieve is a rather odd blend of an old 'classic'
bathysphere shape, plus something similar to what Jules Verne might have
imagined. ;-) Kind of like 'steam punk' but a bit more modern. It still needs
quite a bit of work, though. I may even completely re-build it; the original CSG
wasn't well thought-out.
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> Alain <kua### [at] videotronca> wrote:
>
>>
>> Real bathispheres are realy smooth skinned. A smooth sphere is the best
>> shape when you need to resist the the presure...
>> Then, you may have some kind of cage surrounding it to receive any
>> needed attachments.
>
> The design I'm trying to achieve is a rather odd blend of an old 'classic'
> bathysphere shape, plus something similar to what Jules Verne might have
> imagined. ;-) Kind of like 'steam punk' but a bit more modern. It still needs
> quite a bit of work, though. I may even completely re-build it; the original CSG
> wasn't well thought-out.
>
>
So, you need it to be bronze, with some rivets or bolts rows. Make it a
composite sphere. Each section having an outgoing rim to receive the
bolts or rivets... You got that part right. Next, you'll need to add
some pipe work around the sphere. Also, some kind of landing gear would
be appropriate. As it is now, it would roll over on the ship's deck.
You just need to replace your gray metal with some bronze like texture.
Some time ago, I made a glass dome macro. It can have any number of
longitudinal and latidunal ribs with the thickness you want. The radius
and hight are from parameters. It may be interesting for your view port.
I can clean it up and put it in p.object-collection.
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Alain <kua### [at] videotronca> wrote:
> ...Also, some kind of landing gear would
> be appropriate. As it is now, it would roll over on the ship's deck.
Ha! I didn't think of that. I *was* considering adding some foot pads or
something--but just to help visually balance the design.
>
> Some time ago, I made a glass dome macro...It may be interesting for your view
> port. I can clean it up and put it in p.object-collection.
Yes, please do. Thanks. It would also cast some interesting shadows, into the
media. My glass dome is rather...simple.
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Just posted a very recent test animation of the beginning of the scene over at
p.b.animations (no corrections yet).
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