Member : JuuG
| Title |
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In Deep Trouble |
| Name |
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John |
| Country |
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United Kingdom |
| Email |
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####################### |
| Webpage |
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| Topic |
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20,000 Leagues Under The Sea (September) |
| Copyright |
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Agreed - 2008-10-05 07:57:39 |
| JPG file |
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pw-1223043239-InDeepTrouble.jpg |
| Renderer Used |
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POV-Ray |
| Tools used |
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Poser, PoseRay |
| Render Time |
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11 min 52 sec |
| Hardware Used |
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Pentium 4 with 1.25GB RAM |
Image description
Well, it is supposed to be something like:- The octopus was shy but it could sense fear. With growing confidence, it crept forward.
Description of how this image was created
The octopus body and tentacles are a single blob object. Each tentacle is 760 calls to a macro which scales and positions a segment. Most segments are just a sphere but every 13th has 2 cylinders pushing down and 2 smaller ones pushing up to create the suckers. The octopus body is just a few more spheres rolled around inside the same blob. Actually I could not believe it worked! The big bonus was that blob merged the skin texture with the sucker texture seamlessly. Blob rules! Eye and siphon added separately. Most of the rest, submarine, the diver’s helmet etc, is more POV-Ray modelling. The diver’s rubber suit is a shirt, pants, and a blown-up pair of hands exported from Poser and imported into POV-Ray using PoseRay. Diver’s boots straight Poser->PoseRay->POV-Ray. The weeds were also created in Poser and imported using PoseRay. Thanks for running the competition guys.
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General statistics
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| No of ratings |
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13 |
| Min. overall rating |
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27
(10
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7
/
10)
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| Max. overall rating |
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53
(20
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15
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18)
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| Sum of rating |
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542 / 780 |
| Date uploaded |
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2008-10-03 15:13:59 |
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Specific details
Note: The maximum value below is misleading as the voting system has changed.
If the member votes for all the entries and has created one him/herself, there is an automatic 20/20/20 score added to the value (This encourages all members who enter to vote).
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| Rating type |
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| Artistic |
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| Concept |
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| Technical |
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| Overall |
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Comments by members when rating this image
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1.
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23-10-2008
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Awesome work on the octopus. It turned our really well. Darker background would have made this image more dramatic I think.
Nicely done!
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2.
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20-10-2008
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Maybe the water could be a bit more murky, but still, this is an impressive image. Excellent octopus!
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3.
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20-10-2008
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he octopus is really fantastic, the skin bump shader is extraordinary. Shame that the overall lighting is not the same level.
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4.
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18-10-2008
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Really nice modelling on the squid. Generally a really nice piece of work. Having made a picture myself I am aware just how difficult the whole water thing is however if somehow you could get more of a deep sea feel by having the lantern only lighting up the near vicinity then that would add even more to the image.
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5.
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15-10-2008
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The octopus is amazing, but the environment doesn't look as convincing. The diver could use a little bit of back light, and the ground/background seem neglected. I think computing fog shadowing would give stunning depth. Good way of suggesting the Nautilus without having to model everything. I feel the concept is rather a pretext, but the title is terrific. (I think "In Deep Water" would have worked as well)
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6.
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14-10-2008
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Excellent octopus; but the diver's right leg and his shadow on the ground show mesh artifacts.
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7.
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05-10-2008
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Great work, especially on the octopus! Still a few flaws though: Strong artefacts on the diver's right leg and in the shadows (use higher resolution area light! adaptive settings should make sure rendering time doesn't go up too much); lantern itself should look brighter; background looks sterile (maybe add some fish?), so does the ground (corals and/or stones?) and the ladder (a bit of twisting here?); bubbls should get sparser to the top (real bubbles accelerate, which increases their distance to each other), fan out a bit, and their whole path should sway a bit (water is never totally steady); bubbles in the background shouldn't be there. Octopus shouldn't look shiny under water, I think. We can't figure out the shape of the ship's propeller well. Media fails to show shadow effects, better use scattering media instead of simple fog. Still definitely a good job overall! Concept must be considered straight average of course.
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