Forum: Poser - OFFICIAL


Subject: Stargate Atlantis - gate room under construction

seachnasaigh opened this issue on Jul 13, 2016 ยท 102 posts


seachnasaigh posted Wed, 13 July 2016 at 1:19 PM

Progress on the Atlantis gate room: Atlantis gate room screengrab 14.jpg

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Boni posted Wed, 13 July 2016 at 1:23 PM

Amazing! Thank you so much for sharing this with us!

Boni



"Be Hero to Yourself" -- Peter Tork


SpookieLilOne posted Wed, 13 July 2016 at 2:18 PM

Sweet!

*~*Jamie*~*


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3DFineries posted Thu, 14 July 2016 at 6:33 AM

That's coming along really good! Can't wait to see it finished!

Have a creative day!

********

My Lil' Store




seachnasaigh posted Thu, 14 July 2016 at 7:35 AM

Adding the lights and the metal filigree to the central staircase:

Atlantis gate room screengrab 15 main staircase lights.jpg

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hborre posted Thu, 14 July 2016 at 7:43 AM

AWESOME!


3DFineries posted Thu, 14 July 2016 at 8:43 AM

Even better close up. 😃 Look at those beautifully beveled edges. I often find that to be the hardest part. Keep them coming!

Have a creative day!

********

My Lil' Store




EarthCrone posted Thu, 14 July 2016 at 11:41 AM

That is Amazing and another Silo User to boot!!!


"Imagination is more important than knowledge" Albert Einstein




flibbits posted Thu, 14 July 2016 at 6:38 PM

Why does Atlantis need a gate room? By the last season, most of their travel was done in space ships.



hborre posted Thu, 14 July 2016 at 8:49 PM

True, but space travel took time. The StarGate spanned those distances instantly.


seachnasaigh posted Fri, 15 July 2016 at 6:39 AM

Thanks for the support, guys! blushing.gif

flibbits posted at 6:23AM Fri, 15 July 2016 - #4275889

Why does Atlantis need a gate room? By the last season, most of their travel was done in space ships.

Earth folk never would have even gotten to Atlantis without the stargate. Midway station depended on bridging the Pegasus gate system to the Milky Way gate system. And, as HBorre noted, gating is much faster than traveling by ship. Atlantis did have a stargate, so the model needs to have one.

My question is how many gates were sized to be usable by the Furling, and where were those gates located? Or did the Furling only have gates to accommodate guests?

Modeling progress: railing for the balcony near the conference room doors; I'll also make railing for the control room balcony and the skybridge connecting the control room to the commander's office.

Atlantis gate room screengrab 16 balcony railing.jpg

By the way, your dolly will load into the scene at the red cross near the foot of the main staircase, facing the stargate, with the default main camera facing the staircase. Dolly will be sunk thigh-deep into the floor, because that central dais is four steps higher than the base floor. I considered placing the dais surface at Poser Y=0, but I feared that Poser newbies would fail to move or hide the construct (ground plane & skydome), and so the base floor level would be buried.

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seachnasaigh posted Sat, 16 July 2016 at 1:57 AM

...and railing for the control room balcony and the skybridge:

Atlantis gate room screengrab 17 railing.jpg

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seachnasaigh posted Sat, 16 July 2016 at 12:39 PM

Made a conference room door (behind Silo guy); I'll UV-unwrap it, then duplicate it along the conference room wall.

Atlantis gate room screengrab 18 conference room door.jpg

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seachnasaigh posted Sun, 17 July 2016 at 4:26 AM

Interior wall surface of the circular conference room, and one of the eight doors.

Atlantis screengrab 19 conference room wall.jpg

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seachnasaigh posted Mon, 18 July 2016 at 6:10 AM

UV-unwrapped the railing for the balconies, skybridge, back stairway, and jumper bay stairway. Also unwrapped the conference room wall and door.

Forming the skylight vaults at each side of the stargate, and their windows:

Atlantis gate room screengrab 20 skylights at sides of gate.jpg

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Kendra posted Mon, 18 July 2016 at 10:08 AM

That is looking really good. Will the conference room doors rotate open like they did on the show? And yes, the stargate was extremely important in Atlantis even though they had access to the ships. It's was Universe that rarely used the actual gate. :)

...... Kendra


seachnasaigh posted Mon, 18 July 2016 at 11:17 AM

Yes, the eight doors to the conference room will rotate to open, in synch - assuming I can rig it correctly. Likewise I'll try to rig the two sliding doors to the intra-city transporter (the trapezoid-shaped elevator-like thing).

Started on the geometry for the central window. The light grey pieces on the right side will be extruded to form the wall; that's only partially done. The horizontal lines in the glass won't show -or at least shouldn't- in a render; those lines are just cutting the glass surface into quads for UV mapping. I hope to get the tiny mosiac pattern on the glass using an image map. The glass will have thickness for rendering with caustics enabled.

Atlantis screengrab 21 - central window.jpg

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Kendra posted Mon, 18 July 2016 at 3:56 PM

Nice. I wish I had your talent. Have you seen the new Atlantis season 6 comic books?

...... Kendra


seachnasaigh posted Mon, 18 July 2016 at 5:16 PM

No, didn't even know season 6 existed, even in comic book form. I have seasons 1-5 on DVD. I don't have TV service (or a TV), but I can watch DVDs on a commercial monitor.

Current state of the central window - not UV mapped yet, or I'd have tried projecting that yellow/red mosaic pattern onto the glass.

Atlantis screengrab 22 - central window.jpg

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seachnasaigh posted Mon, 18 July 2016 at 7:53 PM

Having UV mapped the window and wall, I projected the yellow/red stained glass mosaic onto the glass surface. Bear in mind that this is only a Silo screengrab, not a Poser render; it shows alignment of the image map onto the mesh, but there is no lightcasting, ambient occlusion, caustics, bump, etc.

Atlantis grab 23 mosaic on gate window glass.jpg

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seachnasaigh posted Wed, 20 July 2016 at 10:23 AM

Atlantis gate room progress: I'll need to make a lot of cutaway panels strategically placed to allow for Poser camera access.

Atlantis gate room screengrab 25.jpg

I have the Silo perspective camera setting on the main stair landing, looking up to see the lower part of the jumper bay shaft.

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seachnasaigh posted Sat, 23 July 2016 at 4:10 AM

I've been UV mapping, and applying some rough test maps in Silo to check for UV strain, and check scale and alignment.

Atlantis gate room screengrab 33.jpg

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seachnasaigh posted Sat, 23 July 2016 at 7:10 PM

More UV mapping work, checking alignment of Alterran text etc.:

Atlantis gate room screengrab 35.jpg

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seachnasaigh posted Sun, 24 July 2016 at 5:32 AM

Silo guy in the intracity transporter - the doors are ghosted so that you can see inside:

Atlantis gate room screengrab 37.jpg

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seachnasaigh posted Mon, 25 July 2016 at 6:46 AM

The exterior balcony. I don't have the geometric pattern for the windows yet. I'll need to make exterior wall pieces above and below the level where Silo guy is standing; that will allow for renders with this camera perspective.

Atlantis gate room screengrab 39 outdoor balcony.jpg

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Kendra posted Wed, 27 July 2016 at 4:14 PM

Nice. That is really looking good.

...... Kendra


seachnasaigh posted Fri, 29 July 2016 at 7:43 AM

I deleted the main stairs and rebuilt it, because I realized that the steps have projecting front edges. I deleted and rebuilt the filigree trim on the bannisters astride the main stairs. For the third time, I deleted the gate window and rebuilt it, this time to match my geometry to RogueDragon's gate window stained glass.

I'm debating what to do about the columns with umpteen "chiclet" lights; the low-poly versions will just have areas which glow, as seen in the previous posts' screenshots. I'd prefer to use columns which have chiclets which actually project outward, but that will add significantly to the poly count. I suppose that I could save out both versions, and everybody use the higher-poly version if your machine has sufficient memory.

Poll for all who intend to use this: Are you 64bit? How much RAM does your machine have?

Texturing maps:

2D drawing is not my forte', so I'll gladly abdicate those to anyone who wants to contribute. RogueDragon's stained glass are an immense help. 😁 I'll need to gather templates and zip them up to work from. I could use the gnomonic navigation line pattern seen on the floor of the gate dias (does the rest of the floor have that?) Bump or normal map for those control room "piano" workstations would be useful - I haven't got the mesh formed yet, though. The bump pattern for those little squares where the bannister filigree strands intersect. Monitor images - there are several monitors in the control room, and what they display would be specific for a given situation. Pretty much anything you can think of which will need a particular texture or bump.

Regarding a holo room: Perhaps the best way to deal with this is to switch furnishings; default would be the conference room (table, chairs, and monitor on a stand), alternate would make it the holo room (control podium). The holo room will need a special effects mesh for holographic projection, so I'll add that, and I can also make materials to make a doll a refractive ghost.

Atlantis gate room screengrab 46 balcony J29.jpg

Atlantis gate room screengrab 48 RD gate window J29.jpg

column with 3D chiclets:

Atlantis gate room screengrab 50 hex column w chiclets.jpg

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Kendra posted Fri, 29 July 2016 at 1:51 PM

I like the column with the chicklet lights. The lights on the column definitely projected out where the stairs were inset. Both of my systems are 64 bit and I'll be happy to tackle any texturing you want to send my way. I haven't done that in ages but it would be fun. The floor had a pattern to it, I remember that and there are tons of reference images online to follow.

...... Kendra


seachnasaigh posted Fri, 29 July 2016 at 3:49 PM

I prefer the 3D chiclets too. A major reason is because I foresee that the 3D chiclets will cast light not just outward but also back onto the column, whereas the version which is just a masked material area of the column surface itself will not. I can minimize the polycount increase by removing the backside polys (already done!) and deleting any chiclets which are on the other side of the set's walls. I'm installing chiclets now, but I'll keep a copy of the low-poly column on the hard drive in case it's needed.

I'll also put together a pack of templates, and post a d/l link when ready.

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seachnasaigh posted Sat, 30 July 2016 at 10:29 AM

The columns now have 3D chiclets! 😁 4.368 of them, totaling a little under 75,000 polys. Of course, any camera shot will only see a fraction of them.

Atlantis gate room screengrab 51 - 4368 chiclets.jpg

Atlantis gate room screengrab 52 - 4368 chiclets.jpg

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seachnasaigh posted Sun, 31 July 2016 at 2:40 PM

Here is a download link for several templates Atlantis templates 02 for anyone who would like to contribute texture maps.

Plan view of the set:

Atlantis gate room screengrab 53 plan view.jpg

I've been UV mapping -often UV unwrapping- everything, and equalizing the scale of the separate pieces of wall, etc. By golly, we might actually get this finished.

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seachnasaigh posted Mon, 01 August 2016 at 9:52 AM

wall sconce light:

Atlantis gate room screengrab 54 wall sconce.jpg

template for wall sconce:

A01_wall_sconce.jpg

Some more Atlantis templates: Atlantis templates 02

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Kendra posted Mon, 01 August 2016 at 7:49 PM

Got em. But many overlap, what program are you using to generate the templates?

...... Kendra


seachnasaigh posted Mon, 01 August 2016 at 8:48 PM

I used UV Mapper Pro 3.5c to make the templates.

If the overlapping pieces are different colors, then they are different material zones and do not affect each other. For example, the central hall ceiling (lower than most, because it is under the main stair landing) is under and overlaps the mezzanine level ceiling template.

J30_ceiling annontated.jpg

But they are different material zones, so what is applied to the central lower hall ceiling will not conflict with what is applied to the mezzanine ceiling.

Similarly, the robin's egg blue areas of the dias map shows flat/horizontal areas (dias floor and step treads). The stair riser template (green and red) overlaps, but they are different material zones; you can draw lines onto the dias map and ignore the stair riser maps. Use the green and red stair riser maps if you want to make your own Alterran text masks, and ignore the dias, bannister, and bannister light templates.

J30_dias.jpg

If this method grates on you -everybody has their own way of doing things- I'll soon be able to send "final candidate" OBJ parts if you want to make your own single-material templates. Alternatively, I could try to get UV Mapper Pro 3.5c to output single-material templates, but I don't know if it does that, or how to do so.

This evening got started on a control room piano...

Atlantis gate room screengrab 56 piano.jpg

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seachnasaigh posted Mon, 01 August 2016 at 9:22 PM

If I select the other four material zones and slide them out of the 0-1 UV block, I can get a template of just the single material zone for the dias, ramps, and stair treads. Pain in the rear and high potential for screwing up an OBJ, though.

dias + ramps + stair treads.jpg

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seachnasaigh posted Mon, 01 August 2016 at 10:18 PM

OK, I realize that it's only easy for me because I'm already intimately familiar with the geometry, and the floor templates are particularly confusing. I made separate templates for:

[_] dias, ramps, and dias step treads

[_] main landing and its step treads

[_] "ground level" floor (to the sides of the gate dias) and the lower halls, with the mezzanine floor template superimposed (but different color)

download link -> Atlantis floor templates

My intent with the combined 1st floor & mezzanine template is that you can either make a single map which would be used for both floors, or you can make separate maps for each floor.

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seachnasaigh posted Tue, 02 August 2016 at 7:06 PM

Template for the ceiling material zones (cliick the magnifying glass icon to enlarge it - it's 2048x2048)

If it got reduced by Photobucket, then download the 2048x2048 template from Dropbox: Atlantis ceiling template

The mezzanine level ceiling template is overlaid onto the 1st floor halls ceiling template, with the intention that a single "gnomonic navigation lines" texture image should work for both.

Here's where the ceiling sections are located in 3D space:

Atlantis gate room screengrab 57 ceilings annotated.jpg

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Kendra posted Tue, 02 August 2016 at 10:35 PM

Ok, got it. Having the images for reference will help and it will be easier with a model to test them on. Been a while since I've textured anything like this. :) I'll start playing this week. :)

...... Kendra


seachnasaigh posted Wed, 03 August 2016 at 12:39 PM

@Kendra: As time permits, I'll get some OBJs (floors, walls, ceilings) packed up so you can check your texture placement. I'd need to do some geometry extraction to get simplified templates of the stargate, but that's on my list.

Here's another texture project for any takers: apply the constellation glyphs to the triangular buttons of the DHD, and/or make bump/normal maps for the decorative geometric patterns of the "piano" surfaces and the little grey end panels of that low profile monitor. Also need B&W circuit board style masks for those control crystal tablets. Hopefully, I can get the "piano" workstation OBJ posted this evening. I'll also make a workstation without the DHD; it will simply have more control crystals. The mapping will be the same.

From top to bottom, these are the DHD buttons (need star pattern glyphs), control crystals (need B&W masks with circuit board type paterns), keyboard keys (already done, but feel free to improve), and the piano body with the low profile monitor at the top of the last template.

A03_DHD.jpg

A03_circuit_cards.jpg

A03_keyboard_keys.jpg

A03_workstation_body.jpg

Atlantis gate room screengrab 58 ancient workstation.jpg

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seachnasaigh posted Wed, 03 August 2016 at 5:18 PM

Aaaarghh! I have one too many rows of buttons on the DHD; ignore the three triangles in the top row; those have now been deleted.

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seachnasaigh posted Thu, 04 August 2016 at 4:55 AM

OBJ download link: floors, ceilings, gate, and piano

Templates for the stargate:

A04_stargate_less_chevrons.jpg

chevron.jpg

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seachnasaigh posted Thu, 04 August 2016 at 8:15 AM

@Anybody who may be planning on doing a bump/normal map for the "piano" workstation chassis: hold off, I need to make corrections which will require re-mapping the mesh. I need to add the gently glowing orange panels on the rear of the chassis. While I'm at it, I will change how the mesh is broken up for UV mapping so as to avoid seams across areas where we would want bump mapping. That will make it easier. You can go on and do the star glyphs for the DHD triangular buttons, the circuit patterns for the control crystals, and the keyboard keys. But for the piano chassis, wait for the revision.

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seachnasaigh posted Thu, 04 August 2016 at 10:27 AM

updated OBJ download link: ancient workstations

chassis template:

A04_piano_chassis_0804.jpg

corrected DHD template:

A04_DHD.jpg

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seachnasaigh posted Thu, 04 August 2016 at 3:06 PM

workstation "pianos" in the control room:

Atlantis gate room screengrab 59 pianos in control room.jpg

Atlantis gate room screengrab 60 pianos in control room.jpg

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seachnasaigh posted Fri, 05 August 2016 at 9:05 AM

From a TV screengrab, I noticed that there is a light panel trough alongside the main steps. In other words, there is a gap between the side end of each step and the bannister, with a glowing strip in that gap. Since the main staircase is so prominent, I want to correct that. If I do, I'll need to re-map the stair risers for text alignment.

Question: Should I also re-map the gate dias, the main landing, and all of the step treads (all of those horizontal surfaces) so that they are all UV-projected in correct relationship to each other? If those navigation lines also go over the stair treads, then it would make texturing easier.

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seachnasaigh posted Fri, 05 August 2016 at 1:06 PM

This is the proposed revision to the dias/stair remapping; what do you think? (the four loose triangles are the side skirts of the ramps leading from the gate dias down to the rear hallways)

A05_Dias+StairTreads 1200p.jpg

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seachnasaigh posted Fri, 05 August 2016 at 2:14 PM

Download link for OBJs and larger (2048p) template of the remapped dias and staircase with new troughlights

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seachnasaigh posted Sat, 06 August 2016 at 4:56 PM

From DVD screengrabs, I see that this other type of sconce light is used beside the balcony doors and within the control room. I'm referring to it as the "sconce pillar".

Atlantis gate room screengrab 61 sconce pillar.jpg

Template for sconce pillar:

A06_sconce_pillar.jpg

Note: The glow panels of the wall sconce and the glow panels of the sconce pillar share the same UV mapping, so only one "circuits" texture will be needed; both light types will use the same glow panel map. 😁

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Kendra posted Sat, 06 August 2016 at 11:02 PM

Looking good. I'll download and play some tomorrow after I finish my daughters wedding photos. I should have a completely free day if the nearby fire doesn't get worse. :)

...... Kendra


Ragtopjohnny posted Mon, 08 August 2016 at 9:00 AM

Hope it's not to be sold after! Copyrights! Remember Copyrights!

 

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seachnasaigh posted Fri, 12 August 2016 at 1:40 AM

First test renders... I imported some pieces into Poser. Still haven't finished breaking up the set into what will be separate Poser props (to allow for hiding walls, etc for camera access).

gate+window test Aug10 T complete.jpg

Atlantis stargate closeup Aug11 G.jpg

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hborre posted Fri, 12 August 2016 at 7:52 AM

Coming along nicely.


Kendra posted Sat, 13 August 2016 at 11:46 PM

I played with this texture a bit today. This is a SuperFly render. It's unfinished and still needs work and I meant to do more but I've been under the weather. I'm not happy with the console texture and plan to fix that tomorrow. Let me know what you all think. :)

consoletest.jpg

...... Kendra


seachnasaigh posted Sun, 14 August 2016 at 7:31 AM

Hooray! The circuit detailing for the control crystals is good, as is the constellation detail on the DHD. thumbsup.gif I'll add the glowing effect to your textures - and to those burnt orange panels in the chassis.

I already have a lettering mask for that keyboard. The Asgard communication stone is UV mapped to make it fairly easy to add Futharken lettering around the side. I may already have a raw UFO file started for that.

Anyone who's game, we'll need a bump map for that geometric pattern on the piano chassis sides/back/legs.

Control_Console_-_Atlantis.jpg

piano - side.jpg

piano model.jpg

I'm trying to draw a cleaner engraving bump map at 4096x4096 for the stargate, but my old 32bit PhotoImpact X3 program pops up an "insufficient memory" warning sometimes. This workstation (Urania) has 48GB; I should shop for a 64bit photo manipulation & drawing program, but I hate to have to learn a different program from scratch.

I'm just about finished with saving OBJ assemblies from Silo. I've been trying to be careful about breaking it up with the idea of being able to hide a piece so as to allow camera access.

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seachnasaigh posted Mon, 15 August 2016 at 1:07 AM

PhotoImpact X3 succeeded in producing a larger redrawn bump map for the stargate's engraving. Compare to the similar render a few posts above.

Atlantis stargate closeup Aug14 U.jpg

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seachnasaigh posted Wed, 17 August 2016 at 11:06 AM

I have a passable, not great, bump map for the piano.

piano test 01.jpg

Bear in mind that this is a work-in-progress test render; some texturing is missing (no "circuit" masks or fresnel on the control crystals nor on the wall sconce lights; no bump for the holoscreen frame, disproportionate bump on the hex chiclet columns (ceramic grain bump is too strong, groove bump is too weak).

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Kendra posted Thu, 18 August 2016 at 1:32 PM

I think it looks good. I'm still feeling sick but when I get to my desktop i'll attach the dhd and circuit texture I was playing with and you may be able to improve it. btw, what program are you using to model?

...... Kendra


seachnasaigh posted Thu, 18 August 2016 at 2:09 PM

Kendra posted at 1:45PM Thu, 18 August 2016 - #4280329

...what program are you using to model?

Silo 2.3.1, which is now 64bit. I use UV Layout to UV-unwrap complex shapes, and UV Mapper Pro for simple shapes.

I've been importing the parts into Poser, and while working up materials found several mistakes, returned to Silo to fix them, then re-import to Poser. I think the mapping and material zones are OK now, so I'll soon be making a beta pack for you to play with. Several materials will yet need adjusted/corrected, and some haven't even been started, but it will be enough to make some renders with.

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seachnasaigh posted Fri, 19 August 2016 at 12:50 AM

Another test render - a bright morning in Atlantis.

bannister+stair test 01 - Aug18.jpg

Among other things, I don't like the look of the bannister corner lights (texture-wise). I haven't gotten the conference doors installed yet.

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seachnasaigh posted Sat, 20 August 2016 at 4:57 AM

This still lacks some texturing, Poser will look for some (four?) obsolete JPGs and for Lorenzo Lores (just skip those searches), the geometry is not extracted from the PP2s, and there is only one of each type door. The rear (balcony) window is set for night, but the front (gate) window is cranked up for day shots.

I did at least include the material files which are in my library, which have day & night versions of the balcony window (only the ambient strength is different) and day/night versions for the construct.

So, this is a beta release.

Free for both personal and commercial renders, do not redistribute. Be nice. 😁

bannister+stair test Aug19b Galadriel - rough.jpg

Atlantis gate room - Aug19 beta

Note that the set is broken up into several pieces, with the intent that you can hide a piece to allow for camera access, and/or hide/delete any pieces which are not in your render if you're tight on memory. Post any errors you see or if you feel some change needs to be made.

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seachnasaigh posted Sat, 20 August 2016 at 6:37 PM

If anyone is going to try a test render, be aware of the following mistakes I found today:

[1] The construct; Go to runtimelibrariesmaterials Superfly matsAtlantis, and apply "construct ground - sea" MT5 to the ground material zone, and apply "construct bg - Sky Aglow 270" MT5 to the background material zone.

[2] The bumper ledge in Weir's office didn't get textured (still has the "concrete" from Silo assigned, which Poser can't find); apply the "bumper w script" MT5.

[3] Jumper bay shaft is poorly textured, but I cranked a asymmetrical seamless tile with matching normal map using Genetica, and from the rough beginning of a test render, the new jumper bay shaft texture looks good. So don't worry about that.

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seachnasaigh posted Sun, 21 August 2016 at 4:44 AM

I was setting up a test render of the intracity transporter (the elevator-like thing) this morning, and spotted an errant thin vertical strip polygon inside the transporter. The errant poly is part of the OBJ02 side wall assembly; I have already fixed that in Silo.

From these test renders, I see that the bump on the bannister filigree needs to be softened. I don't know what should go in that ground floor area under the office door. Should there be a door there somewhere? The set is modular, so I can make corrections without re-doing the whole model. These renders show the new -and definitely improved- texture for the jumper bay shaft.

Atlantis gate room Aug20 G.jpg

Atlantis gate room Aug20 U.jpg

This morning, I'm working up materials and setting up test renders for the lower halls and the intracity transporter.

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seachnasaigh posted Sun, 21 August 2016 at 4:23 PM

Lower halls; you can get interior shots like this by hiding (click the "eye" icon in the hierarchy panel) a piece of wall. This is necessary because in this shot, it looks as if you are standing very near the hexagonal pillar, but the Poser camera is twenty feet behind you, and outside of the exterior wall.

Atlantis lower halls Aug21 G.jpg

The intracity transporter:

Atlantis transporter Aug21 U.jpg

Belatedly, I saw in a screengrab that the doorway openings in the lower hall are shaped rather like the transporter doors. I can make a replacement assembly which features that, and even if it's after release, y'all can simply delete the old lower hall partition assembly and add the new one.

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hborre posted Sun, 21 August 2016 at 5:05 PM

The stage looks awesome!!!


seachnasaigh posted Mon, 22 August 2016 at 9:54 AM

Thank you, HBorre! ^^

Anybody decent at illustrator type drawing? We could use a stained glass map for these doors.
My Silo model:

Lantean doors - Silo raw.png

Enhanced screengrab:

transporter doors  f150 - 1200p.jpg

1024p template:

Lantean_door_1024.png

Lantean door kit - zip has OBJ, 2048p template, and the screengrab

Oh, I reworked the lower hall partitions. Here is a test render, with a Silo screengrab superimposed:

Atlantis lower halls Aug22 G.jpg

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Kendra posted Mon, 22 August 2016 at 1:39 PM

Looks awesome. I'll have to start over on the texture I was working on. My hardrive took a nose dive. I'm waiting for a sata to usb cable to see if I can get any of my data off it while I wait for a new ssd to arrive. I'm getting a 404 on the link though. Could you post it again?

...... Kendra


david_macrae posted Mon, 22 August 2016 at 4:00 PM

This is looking really awesome. :-)


seachnasaigh posted Mon, 22 August 2016 at 9:57 PM

Thank you, David. 😁

@Kendra -and any other beta testers/contributors: Four download links below.

===============================

Atlantis gate room - Aug 22 beta - PZ3 in runtime library, so you already have cameras. One copy of the new Lantean door is in the transporter, viewable through "dollycam transporter". I'll probably re-work each hall level exterior doorway to take a pair of these doors.

Lantean door kit - has OBJ, 2048 template, and screengrab

Useful screengrabs to guide texturing

some Atlantis templates

==========================================

A not terribly interesting test render: normal mapped surface texturing of the metal filigree on the bannister, and of the bannister corner light bezels. Boring work, but these details need to be dialed in.

metal filigree on stair bannister Aug22 U.jpg

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seachnasaigh posted Tue, 23 August 2016 at 12:07 AM

Let me try again for the template pack...

Atlantis templates

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seachnasaigh posted Tue, 23 August 2016 at 7:54 AM

I've changed three assemblies, deleting the old rectangular doorways and installing pocketed doorways for sliding pairs of Lantean doors, in these three locations:

added Lantean doorways.jpg

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Kendra posted Thu, 25 August 2016 at 4:38 PM

You did really, really good with this. I've been playing with it and I'm waiting on a render now, when I'm happy with it I'll post it. But seriously, good job. I'm in fan art heaven with this. Now I just need to work on my characters.

...... Kendra


SamTherapy posted Thu, 25 August 2016 at 5:02 PM

Dear me, that looks spectacular!

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seachnasaigh posted Fri, 26 August 2016 at 3:50 AM

Thank you, SamTherapy! And thank you, Kendra! 😀 I tried drawing a stained glass map for the Lantean doors; it's passable, but I'm sure someone else could do better. Also, trying out a Fresnel effect on the hex column chiclets, so as to avoid that whiteout on the column, and to show the chiclet edges and give them some shape (avoiding the silhouette appearance). Softened the illumination of the transporter control buttons. Enhanced the grooves in the hex columns, but the finer swirled stipple pattern is still not showing.

Atlantis transporter Aug25 U.jpg

I also drew a stained glass pattern for the balcony door; it's, um, well, better than nothing. That is the Aug25 version of the balcony door. I'll put together an OBJ & template pack for the balcony door and the big doors off to the side of the gate dias (I call them the Furling doors). There is also a fine-grained bump pattern on the wall sconce light pillar, but at this distance I can't see it. The glow panel in the low wall of the main stair landing is way over bright; I'll dial that down to a gentle "nightlight" glow, so that the inset depth shows. I used a random circuit motherboard pattern across all of the control crystals of the piano just to be able to see if the differential brightness works (it does). I'll wait for your control crystal map. 😃 Oh, I need to add Fresnel to the control crystals, to emphasise their shape. The Asgard communication stone will get some Futharken script around the perimeter.

balcony door A25 G.jpg

I'm working on the triangular conference room table this morning.

Glass template for Aug25 Furling doors:

Furling_door_A25_glass.png

Template for Aug25 balcony doors:

balcony_door A25.png

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seachnasaigh posted Sat, 27 August 2016 at 7:43 AM

The next beta will have a bit of extended hex column and Lantean doorway for the stairway leading from the control room up to the jumper bay. The door controls will be rotated 90' and placed on the bit of wall beside the door, not on the side wall as shown here.

jumper stair A25 U.jpg

I noticed that the raised and inset panels on the big doors (off to the side of the central dias) get smoothed too much in Poser; I'm going to try breaking edges to retain the shape.

Furling doors A25 G.jpg

And the lack of periodic vertical bands in the bumper glow strips has been solved; apparently the UVs got hosed at some point, but I've UV-unwrapped all of them together, so that the UV scale and orientation agree. Once I re-assemble the parts and do a test render, we'll know if that succeeded. Got chairs. Need to make un-wheeled versions for the little raised dias, so that no Poser folk roll off backward and break their neck. The Asgard communication stone's text didn't show, but that'll be easy to fix.

chairs Aug26 U.jpg

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seachnasaigh posted Sun, 28 August 2016 at 11:06 PM

Test render of the exterior balcony (RogueDragon's stained glass art on the main windows)...

A27 exterior balcony T.jpg

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seachnasaigh posted Wed, 31 August 2016 at 12:59 PM

In the piano render two posts above, look at the vertical surfaces of the little dias in the control room; it should have the same material as the horizontal surfaces (and floor); the UVs got destroyed somehow. I needed to delete that piece of geometry from the mezzanine assembly, UV map the vertical dias surfaces, scale those UVs to match that of the rest of the mezzanine, then recombine it with the mezzanine assembly. Done.

I finally got a soft edge to that periodic break in the pale blue glow strips of the "bumper" (those projecting ledges). I added those gnomonic navigation lines to the floors/ceilings, but in the test renders (posted below) I noticed that a couple of them don't quite line up; that has already been fixed.

The stained glass patterns on the big windows (gate window and balcony window) were done by RogueDragon; the Atlantis logo on the chairs was done by Ponkes; if I don't get permission to use Ponkes' logo drawing in the set, I'll use the distributable logo from the Stargate wiki.

Once I'm satisfied that the geometry, UVs, etc are all correct, then I'll begin to save prop files of the assemblies, strip out OBJs, reset origins for things which move, and try to get the conference doors ERCed to pivot open in unison. That way, all eight conference doors will call a single OBJ; likewise for chairs and such.

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seachnasaigh posted Wed, 31 August 2016 at 1:04 PM

Atlantis main stair Aug29 U.jpg

Atlantis gate room Aug29 T.jpg

Atlantis control room A30 U.jpg

conference room A30 U.jpg

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seachnasaigh posted Thu, 01 September 2016 at 6:22 PM

Finally got that fine grained surface texture on the hex columns:

bump on hex columns 0901 T.jpg

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seachnasaigh posted Mon, 05 September 2016 at 1:11 PM

Furnishings for Weir's office:

Weir's office - interior Sep04 T.jpg

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seachnasaigh posted Tue, 06 September 2016 at 5:57 AM

A milestone, of sorts; this morning I saved the prop assemblies and went through the process of extracting OBJs. I'm now working with a model which has remotely referenced geometry. Now I can begin setting origins, duplicating doors and chairs, etc. Hopefully I can get the conference room doors to rotate open in unison.

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dlfurman posted Tue, 06 September 2016 at 8:42 AM

This is some cool stuff!

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seachnasaigh posted Thu, 08 September 2016 at 5:49 PM

Thank you, dlfurman! 😁

Rigged the chairs to rock back and forth (the caster chair also swivels and tilts). Set up dependent parameters for the file cabinet drawer and the pairs of sliding doors, and for the conference room doors. Thanks to Shvrdavid for the tut on dependent parameters! 😀

Links to see demo GIF: conference room door demo (Photobucket) or conference room door demo (Deviant Art)

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hborre posted Fri, 09 September 2016 at 7:51 AM

Those doors look incredible.


Khai-J-Bach posted Fri, 09 September 2016 at 7:54 AM

So.. Need a Jumper.. P90... Rodney "is he scared enough yet" McKay.....



RorrKonn posted Sat, 10 September 2016 at 8:32 PM

Hey that looks good ,Thumbs up :)

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seachnasaigh posted Tue, 13 September 2016 at 8:24 PM

Thanks, guys. 😁

Poorly-rendered test of the stable wormhole event horizon "puddle":

stargate puddle

I'll set up a full render of the puddle and a full render of the "ka-whoosh!" running overnight; if they come out passable, then we're done.

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seachnasaigh posted Tue, 13 September 2016 at 11:52 PM

Stable wormhole established. Approaching the stargate puddle... approaching the stargate puddle Sep13 T.jpg

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seachnasaigh posted Wed, 14 September 2016 at 5:26 PM

Puddle test 5. Better, I think. Opinions?

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seachnasaigh posted Thu, 15 September 2016 at 5:05 AM

Ka-whoosh!

ka-whoosh Sep14 G.jpg

Approaching the gate puddle (new puddle material)...

approaching the stargate puddle U.jpg

Time to start cleaning up and packing.

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seachnasaigh posted Fri, 16 September 2016 at 10:49 AM

Atlantis rising...

Five zips are posted in my ShareCG album. You'll need all five for a complete Atlantis playset.

Atlantis

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seachnasaigh posted Fri, 16 September 2016 at 10:02 PM

When I merged two zips, OBJs and libraries folder, into a part 1 zip, I misplaced the libraries folder so that they are in a runtime within the runtime. I have uploaded a corrected part 1 zip marked as "SR1". Sorry for the error;:oops: either move the libraries folder or download the corrected SR1 zip for package 1.

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Kendra posted Fri, 14 October 2016 at 7:11 PM

Finally, I managed to get a render finished. :) A re-creation of the scene when the gateroom flooded. Still working on the character and the clothing textures but so glad for seachnasaigh's awesome work on this scene. Thank you again.

K-AtlantisGateroomFlood.jpg

...... Kendra


seachnasaigh posted Sat, 15 October 2016 at 11:03 AM

What doll base and clothing is that?

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Kendra posted Sat, 15 October 2016 at 1:16 PM

M4 and I think the outfit is from poserworld.

...... Kendra


seachnasaigh posted Sat, 18 March 2017 at 2:34 AM

This project started in the thread "Giving you your props"

The Atlantis gate room playset is in the R'osity freestuff.

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GameSoldierDE posted Sat, 03 August 2019 at 2:15 PM

Wow thats awesome work, is it possible to get a copy of that Atlantis model?


RedPhantom posted Sat, 03 August 2019 at 2:42 PM Site Admin

It was in the last post listed Atlantis, but here it is again.


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seachnasaigh posted Sun, 04 August 2019 at 9:10 AM

The Atlantis gateroom is available as one big zip in Renderosity freestuff:

Atlantis

It is also available as a set of five smaller zips at ShareCG:

Atlantis

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EClark1894 posted Sun, 04 August 2019 at 6:01 PM

You wouldn't have a model of Deep Space Nine, would you? 😁




bwldrd posted Sun, 04 August 2019 at 7:15 PM Online Now!

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DS9 For Poser

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movida posted Sun, 04 August 2019 at 7:39 PM

that's just gorgeous


EClark1894 posted Mon, 05 August 2019 at 12:08 PM

bwldrd posted at 1:06PM Mon, 05 August 2019 - #4358728

@Eclark19844

DS9 For Poser

Not bad, but I was thinking more of an interior shot, like the Promenade, a random station corridor, or even Ops.