Stargate

I always had to select and make the faces by hand… That’s what I did.

I haven’t pulled the groove in yet, but I just finished filling in all the faces to integrate the groove outline.

[Edit] I just pulled the center outline back and it turned out even better than I thought it would!:eek:

[Edit 2] I hand duplicated and rotated once, closed the gap between the two pieces, then spin-duped. Now the tedious part: fixing gaps all the way around the ring. At least I took care of half of them before spin-duping.

[Edit 3] Gaps aren’t fixed yet, but here’s a test render so far.

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the wide radius crack arcs are too obvious… They’re not that obvious on the Milky Way Stargates…

Ok, I’ll try turning the nor down some.

Just noticed something… You need to reverse your nor mapping, as the wide arcs are actually bumps in that image, not cracks.

I thought it looked that way. How do I reverse the nor?

Bly clicking on Nor again. The letters turn yellow, and that means it’s reverse nor mapping.

Ya, I run into that problem a lot. The detail is pretty incredible, awesome job!

What image (or settings) did you use for the wide radius arcs, as you call them?

This is the picture: bump map

Cool… I think I’ll use it as well.

Tynach, How are you going to do the cut-outs for the chevrons? (No booleans, I assume.)

Good question, and I don’t know yet… I know how to the cut-out, but I don’t know how I’m going to get the small arcs to follow the cut out… That’s going to be the hardest part… Unless I use Booleans, which I absolutely do NOT want to do… Any help?

I’m going to do the cut-out itself by just cutting the mesh there and make the inner ring wider to intersect. Or I might make a new mesh if the proportions are wrong if I do that… Probably editing the outer ring mesh, and leaving the inner ring alone.

Crap, that’s why I asked you…

What about a displacement map?

If not, I would propably use booleans, because they aren’t crap, if you plan the created faces. You’ll possibly end up with many tris, but that was fixable, when I used them.

Joining the gaps in the arches is slow, but I’ve made some progress…

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Heh, that’s why I use a two meshes… Much easier.

Edit: Your Origin symbol isn’t supposed to have a hallow center on the sun over the pyramid… It’s supposed to be just a dot. At least, that’s how it is on the show.

Look at the opening sequence to a post season 9 show more closely. :wink: The two mesh idea is much easier, but I wanted nice “V” grooves instead of square canyons. For me it’s kind of like the LOTR movies. They put a lot of time and attention into every little detail, even though you would probably never see any of it in the movies.

Hmm… Didn’t think of that… Although their program probably had better boolean opperations. I think they used Maya in those movies, because I saw a “Learn Maya,” book at Fry’s Electronics that had Gollum on the cover. Real nice render, I’d hate to see the wireframe. Probably show up as just a black blob…

Just thought I’d tell you this, I bet you would have loved to be at my church a while ago, our youth pastor (in charge of all the senior high students) had a “Lord of the Rings night,” where we stayed up all night to watch all three Lord of the Rings movies one right after the other. I stayed up through the whole thing, and most kids didn’t :D.

I’m not just talking about gollum; I’m talking about the props, sets, costumes - everything. Beautifully done movies to match a beautifully done book. Anyhoo, enough with the uber-fan rant. I’ll post another pic of some of my arches so you can see the nice “V” groove I’m talking about.

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