Note - the ImageShack links in here are links to the raw pictures, not the ad-pages IS puts them on. Would have used attach but ran out of slots.
So, I got sick of trying to work out my blender defaults and especially of trying to make a replacement grid floor (verdict: impossible to make look right in all ways in the 3d view, eats up a lot of polygons, looks nice when rendered if you need a scale or something)), and started thinking about sigils engraved in the floor and such.
So I go off and start playing with mystic designs. I try curves, but I can’t figure out how someone would make ‘thick line’ drawings like this in them; I download inkscape but doing radial symmetry looks hard in it (might not be, but didn’t get it then.). So I just hack this up in … half an hour, tops, probably less; just one of my quasi-generic ‘ring with three circles’ and some IDK in the middle:
The overlaps here were managed by doing exact knife cuts and merging, with ok success.
This leaves the problem of carving it out of a ground plane. Booleans are cheap and easy so I figure I’ll try one first and see how bad it is. Subdividing a cube this much hurts, though; I end up dividing a plane then extruding the edges, then extruding again and hitting merge. Rotating the backside in realtime really plays some funky moire on the screen.
Anyway, the boolean is ok, but it puts a ton of triangles on the interior vertical surfaces, and uses a lot of verts for nothing. The shading is messy in realtime because of the tris, but seems mostly ok in a render.
Wanting to try a different method, I attempt manually skinning the flat parts. This seems to work ok, so I resolve to try it for real.
Don’t really like the inner parts of the circle – just too simplistic – so I decide to make the symbol in the middle of a doodle I drew at work a day or two ago. I made the sigil glyph – copying by eye, not overlay, since the original’s surely lopsided for one – with just mirror, extrude, lots of loop cut, and some by-eye use of the warp tool for the curvy bits.
And filled in lots and lots of negative space:
So, anyway, that’s where I’m at. I haven’t really payed enough attention to line thickness between different parts; what I’ve got is pretty much haphazard, but just ok enough that I’m not going to worry about remaking it now. Maybe I’ll make the wider lines shallower when I get to the actual 3d part.
Any thoughts? I’m hoping someone comes along and tells me that I missed a totally way easier way to do this so I don’t end up doing this again … :).
Oh, and I thought about textures, but normals are fake and I don’t think displacement would be keep the fine curves; and I wanted to use particles for steam or glowy light coming definitively out of the cracks in the ground.