could you possibly add the spiral effect you had on the first vortex render on to the second one? i like the second one for the liquidy look, but that spiral on the other one screams long mystical vortex to me, would be cool to see them together.
heres the two styles together. personaly i think that indavidually the two styles look good, but together they sort of merge into one-another and they both loose some of that wow they have indavidually. What do you guys think?
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Personally I think that the second style was the best
i think the second one is the best too but im open to new opinions and other ideas. oh and heres a pic of the edited texture on the stairs and a few of the others. iv lest off the vortex cus i cant be arsed with waiting for a render. any better?
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You need to add more depth to the texture, it will make it look more like dirt.
I like the third vortex the best, personally.
im not quite sure what you mean by depth. do you mean i should make the displacment and nor settings bigger or something different? it may be that i dont gett his because iv had almost no sleep last night so im very tired.:rolleyes:
Hi,
Lookin’ good so far. For some reason I really liked the red handled lever, dont know why it just looks good, very pullable. 
To be honest I liked your first red vortex picture, with the inward spiral. The one that looks like turbulant water reminds me quite a lot of the Stargate movies and TV shows. I thought the red spiraly thing would have looked great animated, and it looked much more original.
Up to you though, its your project. 
Best Regards,
Matt
Blend on, and blend well!!!
By “depth,” I mean the setting. In the Texture buttons, the cloud texture has several settings:
Default (button)
Color (button)
Soft noise (button)
Hard noise (button)
Noise Size (number)
Noise Depth (number)
Noise Basis (menu)
Nabla (number)
The noise depth is what I mean. Raising it increases the detail. For maximum detail make it 6, which is the highest setting. The default is 2.
Damn- looking very nice. My only cirt is that the texture on the stairs sticks out alot. It just doesn’t look too great, and I think the control panel could use a little better texturing as well.
Tell me- are you UV mapping any of this?
thanks for the replies. i have to admit i never thought id get such a good reation off of this project.
Bapsis:
it is very pullable isnt it? to be honest i prefer the bubly 1 but thanks for the input.
Tynach:
I have triple checked and all of the cloud textures i have are currently on a depth of 6.
Icarus:
i know the stairs arer a bit buggered up, im not quite sure what sort of texture to have on them. and no im not UV mapping anything. its all blender internal.
wow good job i love how its very detailed
Ok, I guess it just didn’t look like it to me… Now that I take a look at it again, I think I just didn’t pay enough attention… Sorry.
its ok tynach we all make mistakes;) iv started work on the actuall scene. its to be set on a volcanic lava planet loosly based on Mustafar from Star Wars III.
i’m ok with the ground texture but i need help on the lava as at the moment it looks like plastic. any help appreciated.
I’m think i will be doing a proper animation with this, not just having it opening. im going to have someone coming out of the vortex rarther than in, so im wondering whether to keep the control panel or not. any ideas?
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ok iv worked onthe lava. its not perfect but im happy with it. iv also starting working on the sky. any ideas for improvment on the sky or the lava?
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I like the vortex–and the whole gate looks good. The sky looks decent, but I don’t think the sky on Mustafar is purple?
-Kato
Make the sky red and yellow, and it will blend for it to look orange. You can animate the sky and lava if they’re procedural textures using material IPO curves on the offset settings. I personally think the ground could use work… Try using subdivision set on simple subdivision, and add some displacement.
if you’re going to have someone come out of the vortex, and you want kind of a watery splash, you’re going to have to re-do your vortex with a fluid simulation. If not, have the person who comes through not detectable by ray-tracing, and put him behind the gate, walking through. The ray-transperancy will not reveal him to be on the other side of the gate.
ok iv changed the sky to orange and turned on displacment on the ground. as for the ray-tracing thing i havnt even got ray-tracing turned on on the vortex, so i dont know what your on about. im a bit of a newb to textures, i just play with the settings not knowing what they do until i get something that looks good.
as for infomation on my animation, i downloaded a model of a rigged monster that i was going to be using in a fight a while ago. i gave up on it but i think i may start that back up again and have him fight someone that comes out the gate. what you guys think? good idea? bad idea?
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ok iv been working on the bad guy im going to be using in the amination. the model is from the blender repository, but i modeled all the armor myself and edited the mesh abit. its fully skinned, the armor is parented to the indaviduall bones. any crits on it before i start looking towards my good guy?
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It would be funny to see a Stargate character come out of the gate.
ok iv changed my mind. i cant be bothered to animate all the characters so im only going to have my anti-hero (the monster thing) being shot at by spears and arrows.





