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Old 1st Oct 2011, 04:52 PM   #1
Davide_sd
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Default Stargate - Stargate Ships - Davide_sd's attempt

Hi all, it's been a long time since my last works with 3d.
I was thinking to complete my old reaver galleon ship, but i realized that i have no experience to create decent textures, so i decided to create something simpler to start learning. =)
I'm a huge fan of Stargate, and a couple of weeks ago i was re-watching the episode "Summit" from season 5. Love it, so i decided to create the Goa'uld space station. Unfortunately there aren't many reference pictures out there, but i was lucky enough to find a very nice picture of this station from "stargate - the dvd collection"...
Here is the first pic. I already have a couple of geometry issues to solve!!! =)

Obviously, all my future stargate ships will be in this thread!


Last edited by Davide_sd : 31st Mar 2012 at 04:54 AM.
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Old 1st Oct 2011, 05:10 PM   #2
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That station was cool, I'm glad someone's giving it a go
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Old 2nd Oct 2011, 03:21 AM   #3
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thanks Meurig!
i've done some small fixes, now i'm going to do the bottom of the station.
i'm still not sure about the level of details i want to achive with it; so far i've added almost all the details of my reference pics, but probably i'm gonna add some other details.

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Old 2nd Oct 2011, 03:24 AM   #4
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that looks like a great start so far, cant wait to see where this goes!
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Old 2nd Oct 2011, 04:53 AM   #5
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pulling up a chair.
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Old 2nd Oct 2011, 06:27 AM   #6
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Hey Davide_sd knowing you i know this will be awesome to see progress onward

Nice to see you doing some 3d again
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Old 2nd Oct 2011, 11:19 AM   #7
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thanks mates! =)

i have almost completed the general modelling, now i'm going to think where i can place the defence guns and some other details.
at the moment i'm not entirely happy with the bottom of piers and the bottom of the decagon, probably i'll add some panels to fill the void.



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Old 2nd Oct 2011, 11:41 AM   #8
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That is really different, refreshing, imo.
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Old 2nd Oct 2011, 04:38 PM   #9
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This is a model where you'll need to add loads of additional detail The original really was lacking.
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Old 2nd Oct 2011, 07:40 PM   #10
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Davide it is great to see you building again!
Great subject matter.
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Old 5th Oct 2011, 03:23 PM   #11
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Being a die-hard SG fan - I'm subbed! Interested to see where this will head.
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Old 11th Mar 2012, 02:08 PM   #12
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Finally i had a bit of free time to work on this project again.
Back in october i was creating some hieroglyphs for this station. In the last couple of days i wrote a small scritp that arrange "randomly" the hieroglyphs. I'm not entirely happy of the script, anyway it has done the dirty job. Here is the result.
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Old 11th Mar 2012, 02:54 PM   #13
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Quote:
Originally Posted by Davide_sd View Post
Finally i had a bit of free time to work on this project again.
Back in october i was creating some hieroglyphs for this station. In the last couple of days i wrote a small scritp that arrange "randomly" the hieroglyphs. I'm not entirely happy of the script, anyway it has done the dirty job. Here is the result.
I dunno, it seems like a very impressive result to me.
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Old 11th Mar 2012, 07:16 PM   #14
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Really impressive work. Stargate was such a great show, seeing your excellent rendition of this station brings back memories of the first time I watched through SG-1, I definitely will be watching this thread. Keep up the prodigious work.
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Old 12th Mar 2012, 05:18 AM   #15
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Nice so far!
But why can't you add the hieroglyphs via texture? I'm not sure that it makes a big visual difference later, but it might make a big difference in the the polycount.
I would invest the polys in more edge bevelling at those huge parts.
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Old 12th Mar 2012, 09:33 AM   #16
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Thank mates!!!

Quote:
Originally Posted by Amras View Post
Nice so far!
But why can't you add the hieroglyphs via texture? I'm not sure that it makes a big visual difference later, but it might make a big difference in the the polycount.
I would invest the polys in more edge bevelling at those huge parts.
Because i'm afraid it'll not work for close-up! Sure textures are lighter, but a simple plane with a texture might be boring, especially the bump effect. Morover, polycount is not a problem to me =)
Thank you for the tips, i'll do it when i'll finish the top pyramid!
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Old 12th Mar 2012, 11:37 AM   #17
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Hehe, yes I thought that you would argument with close-ups.^^

Ok, but think about it.
How often will you look so closely that you can see a difference between a texture an polygon object?
Polycount may be not a problem for you but it is always good to safe polygons.
It can save rendertime and if you ever want to release the model, others can use it too even if they don't have a high-end PC.
Maybe you can do both. For a close up and for a distance shot.

Isn't it great if others use your models for a picture?
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Old 12th Mar 2012, 12:27 PM   #18
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All you said is really good. I'll try to do both.
But... previusly i didn't mention the most important point: i'm really bad at texturing!!! well, maybe it's the time to buy a little graphics tablet and explore this strange new world =D
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Old 12th Mar 2012, 12:46 PM   #19
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i say let him build it as he ses fit and dont complain so much.

i know that davide will do it justice
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Old 12th Mar 2012, 06:58 PM   #20
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yes... Looks good. If you want to build for closeups feel free.
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Old 17th Mar 2012, 03:37 PM   #21
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new update.
i'm gonna take a test with bigger hieroglyphs.
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Old 17th Mar 2012, 03:49 PM   #22
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Quote:
Originally Posted by Davide_sd View Post
new update.
i'm gonna take a test with bigger hieroglyphs.
Those imprints MUST have been a pain in the ass. Looks good!
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Old 17th Mar 2012, 05:15 PM   #23
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Quote:
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Those imprints MUST have been a pain in the ass. Looks good!
yes and no.
yes [it was a pain in the ass] because i was trying to write a script to create easily those splines, but i failed. so i create a small pattern and i repeated it.
no: after create the pattern, i give it an outline (to create tickness), then i extruded and finally used the proboolean. i'm really impressed about the improvment of the proboolean. it gave a really nice results.
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Old 17th Mar 2012, 05:29 PM   #24
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Quote:
Originally Posted by Davide_sd View Post
yes and no.
yes [it was a pain in the ass] because i was trying to write a script to create easily those splines, but i failed. so i create a small pattern and i repeated it.
no: after create the pattern, i give it an outline (to create tickness), then i extruded and finally used the proboolean. i'm really impressed about the improvment of the proboolean. it gave a really nice results.
Yep. I use proboolean any time I need to boolean. I avoid the process at all costs though where I can... but that's more out of habit than anything else. They've really made it a LOT cleaner than what I remember from max 6-9 when I was learning heavily.

I actually ended up using boolean just a couple nights ago on a project, the first time in years and I was amazed at the improvements, very little cleanup required and once it was cleaned up where needed (Mainly just making sure points where converging with points on the model I was booleaning) it even allowed me to meshsmooth without the terrible problems boolean used to create passively
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Old 18th Mar 2012, 01:23 PM   #25
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Quote:
Originally Posted by Phoenix View Post
Yep. I use proboolean any time I need to boolean. I avoid the process at all costs though where I can... but that's more out of habit than anything else. They've really made it a LOT cleaner than what I remember from max 6-9 when I was learning heavily.

I actually ended up using boolean just a couple nights ago on a project, the first time in years and I was amazed at the improvements, very little cleanup required and once it was cleaned up where needed (Mainly just making sure points where converging with points on the model I was booleaning) it even allowed me to meshsmooth without the terrible problems boolean used to create passively
i haven't tried yet to use meshsmooth on the proobolean result! =)
for sure i'm pleasantly surprised of the improvement.

here is the version with bigger hieroglyphs, i think it's better than before; also i reduced a bit the polycount.
now it's time to create some guns; the station is a neutral place for summit, but we know very well that the only way to assure peace is to have some powerful guns =)
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Old 18th Mar 2012, 01:26 PM   #26
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I like the symbols of each System Lord at the peak. One wonders if they have Jaffa billboard hangers go outside and change them depending on who's in and who's out at any given time.
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Old 18th Mar 2012, 01:52 PM   #27
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Quote:
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I like the symbols of each System Lord at the peak. One wonders if they have Jaffa billboard hangers go outside and change them depending on who's in and who's out at any given time.
i have the same doubt. we know the goa'uld can access the station with only one human. maybe there are some jaffas on board to do the ordinary maintenance, but it's unlikely because they are an army. Maybe there are some humans, even this is unlikely: in fact humans are slaves and nothing more. Maybe there are some minor goa'ulds, but even this in unlikely. I think it'll remain a mistery! =)
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Old 6th Apr 2012, 12:21 PM   #28
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new updates.
i've added several cannons with their domes and some docking facilities; i've also modeled the windows, but i think they are unnecessary, so i'll do them with simple textures.
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Old 6th Apr 2012, 12:40 PM   #29
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That is really becoming wonderfully detailed piece!
Great update Davide!
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Old 6th Apr 2012, 10:42 PM   #30
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Wow, this is very impressive. Look at all of the wonderful little details!
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