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atrokrafek — Metroid Morph

Published: 2003-08-16 05:21:51 +0000 UTC; Views: 1688; Favourites: 31; Downloads: 386
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Description An approximate render of the Morph Ball Samus Aran uses in the Metroid video game series, modeled after the version in Metroid Prime. It's a lot more complex than I've shown it, but I couldn't figure out how to render the other features.

In a convient 4:3 ratio.
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Comments: 15

jamese35 [2007-12-09 18:48:18 +0000 UTC]

looks great

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tjrussell [2007-12-03 19:54:09 +0000 UTC]

Have you ever heard of 'Art of Illusion' its an amazing piece of software which renders models using photon mapping, so these light effects render well. type it into google for a link, you'd be able to make some amazing work. for an example, check out the cloud pic in my gallery

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PicaDelphon [2006-12-29 20:44:10 +0000 UTC]

NICE..

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samusprime [2006-10-11 05:27:47 +0000 UTC]

hey did you use bryce, I wish I had bryce *sigh*

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YoungLink19 [2006-07-21 18:03:28 +0000 UTC]

Very very very....... very very good render. It looks like it's from the actual game.

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SesakaTH [2005-09-10 19:49:21 +0000 UTC]

Wow! Looks just like it's from the game!

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ikitikitembo [2003-11-26 00:13:14 +0000 UTC]

AWESOME.....i love that game...nice

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nightcom [2003-11-02 17:57:20 +0000 UTC]

cool if you used bryce, could you help me make that? I'd be forever grateful.

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shadowman-1od [2003-09-06 20:43:17 +0000 UTC]

Wow! That's awesome. I need to learn how to use POV-Ray correctly.

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lupiskwid [2003-08-24 04:43:37 +0000 UTC]

Ignore the heathens.
NO BACKGROUND IS NECESSARY. (did I spell that right?)

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spleen-ripper [2003-08-21 01:50:18 +0000 UTC]

Definately your best work. You should add something in the background though.

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cosmic-shadow [2003-08-16 16:07:48 +0000 UTC]

some awesome work in pov-ray! good job!

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atrokrafek [2003-08-16 05:32:36 +0000 UTC]

Wow, thank you.

I used the Persistance of Vision Raytracer (povray.org).
Basically, I write code — such as:


#macro bentslot(rotation)
prism {
linear_sweep
+7,
-7,
4,
< 0, 0>*2, < .4, 0>*2, <.4, -1.25>*2, < 0, -1.25>*2
rotate z*90
translate y*-.4
rotate x*rotation
no_shadow
}


This code defines objects (their size, position), lighting (position, strength), and atmospheric effects.
When the code is compiled by the program, it is exported as an image.

This method – raytracing – is sometimes complicated, but can be powerful.

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annaban [2003-08-16 05:24:26 +0000 UTC]

wtf did u use? thats pretty awesome

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qchan [2003-08-16 05:23:46 +0000 UTC]

O-o That is so awsome looking. How did you do that?

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