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David’s Stargate Stuff

I dropped back in to Premiere and took into account Gepard's crits, swapping in some different clips for Sam and Daniel, and making a few other tweaks. Still not sure about those two, but my sense of editing-rhythm has always been a little weak. I'll have plenty of time to fiddle with it before all the CG is done, at least.

That's a lot better. (I also really like the shot of Hammond crossing his arms, if that wasn't in there before.)

My only other suggestion would be to move the dynamic shots of Sam and Daniel between the closeups. So:

Static
Movement
Static

For each instead of movement, static, static.
 
I finished the rough Atlantis shadowbox background. Ironically, even though I wanted it to be shadowy and indistinct, the angles used are so tight you can see even less than I wanted of the background. Still, there's enough to be recognizable to the hypothetical eagle-eyed fan in this alternate universe to figure out what they're looking at (okay, just the one angle where you can see the stained-glass window). All the lighting is flat white, I briefly tried the normal bluish tint of the Atlantis control room's normal night-time lighting, but I decided I'd probably rather adjust the color in post. Here are some rendered stills, as well as ones of the seventh symbol dialing in the SGC (using the original background of the shot, just the stargate is replaced) and the close-up of the Antarctica symbol.

Pan_1_Test.jpg Pan_2_Test.jpg Pan_3_Test.jpg Pan_4_Testpng.jpg Chevron_7_Test.jpg Origin_CU_Test.jpg
 
While I was cutting out the kawoosh element from the show I was going to use, I realized I'd had a minor oversight; since I decided to just have a free-floating stargate and not the whole SGC gateroom, I wouldn't be able to use the puddle or "foam" from the show, since it was cut off at the bottom where the floor was, and if I wanted to hand-paint complex effects that are occluded by the foreground, I'd be doing 3D post-conversions. So I'd have to use my own puddle.

Here's the test. The kawoosh itself is a white sphere for timing and interactive lighting, I haven't cracked that nut yet, and I don't need to for this specific project.

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There are four distinct effects for the stargate event horizon. There's the puddle, which I've already gotten as good as I'm going to get it in all likelihood (experiments with other kinds of procedural textures for the ripples continue to be ever-so-slightly off-the-mark, and nothing's gotten closer than my four layers of "Ripples"), there's the kawoosh, the explosion of water (sort of) when the stargate first opens, a "foam" or "froth" that appears behind the kawoosh and fades into the normal puddle as the kawoosh recedes (and is also used for "flickering" when a stargate connection is unstable), and a flash that's used when the stargate first activates (and in reverse when it turns off).

I extracted the flash from a close-up shot off of a DVD many years ago for my version 2 Stargate. It's a pretty low-res element, but I think the original is, too. I could pull a higher quality version from the same shot in HD nowadays, but I think I'd rather take a whack at doing it procedurally, which would have some benefits (at the very least, I need to tweak the black-point of this one). It appears to be high-contrast footage of some sort of fluid motion, either water draining or filling something, or possibly a quick flash of something burning away. They used this element pretty consistently throughout SG-1 and Atlantis, though for SGU, they switched to a different one that was much more watery and less over-exposed, which I don't care for. It's too even, I like the little acceleration and curly-cues in this version.

The foam also seems to originally have been a photographic element, some kind of agitated bubbles in SG-1 and SGA (SGU used a continuation of their "opening flash" element"), maybe a close-crop of one of their filmed kawoosh elements. I'm pretty happy with the procedural I've gotten for this one, though I might change the shape of the object it's applied to to give it a little "flow" from the center, either a cone or hemisphere that'll be flattened out in the end. Either way, it'll be mostly hidden by the kawoosh proper, along with bloom and lens flare, so it's not that important.

The interactive puddle ripples turned out better than I hoped. I made a simple "ripple" texture in Photoshop and just applied it to the bump map and scaled it over time; I was afraid throwing in an extra node would disrupt the whole balance, but it was fine. It's not perfect, especially when it first starts. In an ideal would I'd like to figure out some way to render out what's intersecting with the puddle as a clip map and have After Effects or something "emit" ripples ripples frame by frame instead of dropping them in manually, but I think I can build on this technique to match what was done on the shows (which was probably accomplished in a similar way, you can usually see when someone walks through there are just three or four spot-ripples quickly expand and merge together into one big irregular ripple).

RippleBump_20230130E.jpg

I spent some time over the weekend experimenting with possible kawoosh techniques. It feels like it should be so simple with modern simulation technology, but I don't want to buy a whole new program, even a relatively inexpensive one, to do one effect, especially if I'm not sure it's going to come out well. I fiddled around with Lightwave's gas solver, but whenever I got anything promising, it tended to fall apart immediately as I adjusted one thing or another. I took another look at the best fan-made kawoosh I've seen, and I think I've figured out what's going on. It looks like it's just a particle emitter, and, here's the clever part, rather than trying to figure out how to get all the particles to retract back in to the "surface," he just played them being emitted back in reverse. Which is also what they did on the shows, the receding kawoosh is frequently the same footage of it expanding, but backwards.

I've got one more idea I want to try before that, though. Reviewing the Lightwave OpenVDB intro video, it occurred to me I could try using a series dummy spheres roughly approximating the motion I want, convert them into Level Sets, expand them and have them glomp together into one smooth mass (technical term), then apply some displacement maps a la Robert Wilde's technique to get it to churn up appropriately, so I get the control of doing it by hand without the weird squishing that comes from animating it with morphs.

EDITED TO ADD:

And, what luck, the last of the Milky Way animation finished (re)rendering today. I threw in the sound effects for this version because it was fun (also, I don't have clean copies for the movie version, and the Atlantis sounds are really wacky and shrill).
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Last edited:
It's done!

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A shot-by-shot breakdown, some 5K stills, and raw animation renders of the opening montage for whatever fan-projects anyone wants them for are on my website.

The high points are, I decided not to redo the SGC side-kawoosh shot because I couldn't cut out an appropriate kawoosh from the show and I haven't been able to make one from scratch. Another artist has been having better luck running simulations in, IIRC, Houdini, so it's possible that the kawoosh problem might be getting close to being solved. And I still haven't tried the particle emitter thing again yet.

I did replace the Giza symbol in two original shots from the show. The first one turned out really well. The second one, less so, partially because the lighting meant there wasn't a lot of definition for the the replacement symbol, partially because a jet of steam was coming out right next to it and casting just enough of a shadow to throw off the magic of Content-Aware Fill.
 
There is one thing you might do next.

Mathematician Matt Vissar talked about cubic wormholes that might be light-years on a side:
https://www.daviddarling.info/encyclopedia/W/wormhole.html

I imagine they might billow diaphanously:
https://sighack.com/post/getting-creative-with-perlin-noise-fields

This is what I imagine Tannhauser Gate as being…a huge wraith-like thing with liquid “facets” showing other nebulae on one face..a galaxy on still another.

Math my inspire you
https://www.wikiwand.com/en/Mathematics_and_art
 
@publiusr, I don't see the relevance of what you're posting to what this thread is about. As I have told you in the past, please stick to actually talking about stuff that's being discussed instead of just posting only vaguely tangential or seemingly random links with an accompanying one-liner. Board staff has taken note of this kind of “thread bombing” in other fora as well. It's not that your input isn't otherwise valued or even that your links are totally uninteresting, but many find them to be off-topic non-sequiturs that serve nothing but bringing discussion to a standstill. So please consider this a friendly warning. I don't want to see you doing it again in Fan Art or anywhere else on the board either, or it will likely result in an actual warning.

If you find something interesting and art related to share, please feel free to post it in the Fan Art Lounge. :)
 

⏲ Please note there was roughly a 3 year gap between these posts ...

Unscheduled off-world activation!

I was able to start focusing on some creative work again recently. I started with making crew figures for my White Star, which I found tedious and vaguely pointless considering that I've been seeing AI tools that can generate character models from photos which would be more than sufficient to be a couple pixels across and seen through a window. Granted, my little ten-polygon stick-figure guys with their hand-painted uniforms were also decent at that scale... except for the heads. Stupid human brain being ultra-sensitive to resolving faces.

WS_LowPolyCrew_2026-03-23.jpg

So after I got frustrated with that, I decided to return to learning Unreal 5 for employability reasons (and hoping that Metahuman might also solve my tiny crewpeople problem). That didn't go great either, as my learning materials have become obsolete with Metahuman going from being a web tool to a desktop app, and also Unreal Editor seems to be the only program that's too much for my computer to handle. It's pretty much the only thing that makes it feel like it's almost six year old and not as zippy as the day I got it. On the plus side, I now know how to import objects and apply texture maps. It's nodes. It's always nodes. They all work the same, especially now that PBR is the law of the land. And it got me to finally to write down a cheat sheet for which apps use Open GL normal maps and which ones use DirectX normal maps.

So after I got frustrated with that, I loaded up my DHD model. I'd been working on one a few years ago, and managed to rough in the flowing multi-trunked "base." I hewed closer to the original diagrams of the DHD than to the object as-built. For instance, the back side of the base on the drawings has a smooth arc across its entire length, while the actual setpiece is pretty flat:

DHD Concept Art High Res.jpg 67179337_711658035972517_7423007529753378816_n.jpg

Anyway, once I'd accomplished that, I set it aside because of the big horseshoe-shaped dealy around the control console. It has the standard stargate pseudo-Egyptian arch motif running around it, but the design on the real one is roughly carved in by hand, only suggesting the pattern seen on the stargate itself, and I wanted to do better. I've got a very nice arch detail from my stargate model, but the shape of the horseshoe makes it a tricky modeling situation. It's not a perfect circle, so I can't simply model one and then array it in a loop like I could for the stargate. Not only that, the horseshoe also tapers at the end while maintaining more-or-less the same cross-section.

DHD_S9x09_Side.jpeg

For some reason, I now felt confident I could work the problem and win. After a lot of experimentation, I eventually figured out a plan of attack with a bunch of intermediate template objects, and a series of heatshrinks, rail clones, more heatshrinks, stenciling, multi-shifting, and boolean subtracting. Even with a lot of tedious (yet surprisingly relaxing) hand clean-up, the geometry is, to use a technical 3D modeling term, whack, but it renders okay.

Then I looked at my test render and thought the arches were a little big compared to the original pattern. Oh, well, I thought, they're based on the same arch on the stargate, so that's the size they're supposed to be. Then I remember that my stargate was modeled 11% too big, and that arc was already in my DHD file before I resumed working on it, so I didn't remember whether I'd corrected that when I brought it in. I checked, and I hadn't.

So I did the whole thing again. The geometry is moderately less whack, and doesn't look quite so out-of-scale. I'll probably continue doing touch-ups as I go, cleaning it up a little at a time between working on other parts.

DHD_Arms_20260406A.jpg

Those were the hard parts, the rest of the DHD will be pretty straightforward (not fast, necessarily, I've still got a lot of boolean operations and cleanup in my future). I'm going to continue to draw heavily on the photos of Atlante Props' restored DHD, especially for the paint-job. His photos are the only ones I've seen that make it clear which engraved arcs are accented in gold and silver (while the DHD was also painted without those accents during the show at different points, I think they look nice), as well as the metallic yellow and blue patina on the keys. There are close-up production diagrams with measurements posted by producer Joseph Mallozzi that'll give me a good guide to the console, and Rharyx on Tumblr did the hard work of figuring out what the arrangement of symbols on the Pegasus DHD console was. Naturally, it's missing one symbol from the Pegasus stargate, and has three symbols that aren't on the stargate at all. I'm thinking I'll make the DHD consoles as seen on TV, as well as "rationalized" versions that make more sense. I'll talk more about that once I do them.

Other stargate model updates!

A surprising turn of events; new reference material for the movie version of the Stargate. It looks like my supposition about the Earth stargate being modified to make the Abydos version was correct, because several glyph panels have surfaced that are still in their Abydos configurations. In an episode of the TV show "Leverage," Dean Devlin lent some stargate symbols he had from the movie to be used as set decoration in a vault of artifacts. There were six in visible in the episode; glyphs 9, 12, and 36 were all visible in the film, but glyphs 27, 29, and 31 weren't. 31 was unmodified from the Earth version, but 27 and 29 were new. Additionally, a photo of another glyph being used as decoration surfaced (well, it'd been on Facebook for years, but someone told me about it), number 24, which was also unseen in the movie and modified. So I need to dip in and update my movie Stargate model and my article on the movie version of the stargate symbols.

In fact, I should've done it much more promptly. BlueBrixx, the Lego-style building toy with the Stargate license, released a Stargate movie Advent Calendar set. The grand finale was the Abydos Stargate, and they used my model/blog post as reference, which I can tell because they included the symbols I had to make up since you can't see them in the movie. So, yeah, I should probably hop to before someone from the new show finds my stuff on Google and references some horrible mistake I know I've made but haven't corrected publicly yet. At least anyone with any sense on the new show needing to rebuild the SG-1 stargate will go to the EMG first. Hear that? Not me. Definitely not Eaglemoss/Master Replicas. Ask the E-M-G. Les Enfents de MacGyver.

Another thing I want to make use of in this round of stargate focus is a production document from the SG-1 pilot of an entire all-new set of stargate symbols, intended for the Abydos map room (I guess there was a point where they considered sticking with the idea from the movie of different stargates having all-unique symbols?). That makes for 38 new origin symbols, and/or I can use the whole set together, perhaps for the Asgard galaxy's stargate network. The Othalla gateroom would be a pretty quick model.

Milky Way Constellations and Unused Abydos Glyphs (Straightened).jpg

Finally, minor logistical note: After Vimeo started charging a lot more money for a lot less functionality, I've stopped video hosting with them and gone entirely to YouTube. Being able to replace videos and keep the URL wasn't worth the grief. If you want to see any of the videos embedded in the thread that are now dead, here are all my Stargate videos on YouTube. I may double back and replace the links that have gone dead in the old posts later.
 

⚠ Please note that until the post above this thread had been inactive for about 3 years ...

Great to see you back at this!

Unscheduled off-world activation!

I was able to start focusing on some creative work again recently. I started with making crew figures for my White Star, which I found tedious and vaguely pointless considering that I've been seeing AI tools that can generate character models from photos which would be more than sufficient to be a couple pixels across and seen through a window. Granted, my little ten-polygon stick-figure guys with their hand-painted uniforms were also decent at that scale... except for the heads. Stupid human brain being ultra-sensitive to resolving faces.

View attachment 53164
Pointless enough that you made 3 different Delenn outfits? :D Honestly it would bug me if I didn't have it right either.
So after I got frustrated with that, I decided to return to learning Unreal 5 for employability reasons (and hoping that Metahuman might also solve my tiny crewpeople problem). That didn't go great either, as my learning materials have become obsolete with Metahuman going from being a web tool to a desktop app, and also Unreal Editor seems to be the only program that's too much for my computer to handle. It's pretty much the only thing that makes it feel like it's almost six year old and not as zippy as the day I got it. On the plus side, I now know how to import objects and apply texture maps. It's nodes. It's always nodes. They all work the same, especially now that PBR is the law of the land. And it got me to finally to write down a cheat sheet for which apps use Open GL normal maps and which ones use DirectX normal maps.
This is why I stick to 2D for hobby stuff. Just reading that made me dizzy! 🥴 I could probably model things just fine (I do solid modeling for a career - not mesh modeling but actual parametric solids), but dealing with textures makes my head hurt.
A surprising turn of events; new reference material for the movie version of the Stargate. It looks like my supposition about the Earth stargate being modified to make the Abydos version was correct, because several glyph panels have surfaced that are still in their Abydos configurations. In an episode of the TV show "Leverage," Dean Devlin lent some stargate symbols he had from the movie to be used as set decoration in a vault of artifacts. There were six in visible in the episode; glyphs 9, 12, and 36 were all visible in the film, but glyphs 27, 29, and 31 weren't. 31 was unmodified from the Earth version, but 27 and 29 were new. Additionally, a photo of another glyph being used as decoration surfaced (well, it'd been on Facebook for years, but someone told me about it), number 24, which was also unseen in the movie and modified. So I need to dip in and update my movie Stargate model and my article on the movie version of the stargate symbols.

In fact, I should've done it much more promptly. BlueBrixx, the Lego-style building toy with the Stargate license, released a Stargate movie Advent Calendar set. The grand finale was the Abydos Stargate, and they used my model/blog post as reference, which I can tell because they included the symbols I had to make up since you can't see them in the movie. So, yeah, I should probably hop to before someone from the new show finds my stuff on Google and references some horrible mistake I know I've made but haven't corrected publicly yet. At least anyone with any sense on the new show needing to rebuild the SG-1 stargate will go to the EMG first. Hear that? Not me. Definitely not Eaglemoss/Master Replicas. Ask the E-M-G. Les Enfents de MacGyver.
You always put an unbelievable amount of research into things, so I'm honestly not surprised someone used your work as reference for an "official" product. You've probably put more thought into some of this than some of the people actually working the shows. I'd consider it an honor! (Would be nice if you got paid for it too, but... 🤷)
 
Pointless enough that you made 3 different Delenn outfits? :D Honestly it would bug me if I didn't have it right either.

I went through every episode with a White Star to screengrab every character that appeared on the bridge in every outfit they were in, to future-proof it for my eventual hypothetical remastering project. Some of them were surprisingly easy; for instance, Lennier wore the same tunic every time he went on the ship (sort of; halfway through season 4, he switched from a dull cotton version to a shiny one made of satin or silk or something), same with Lyta, and Delenn usually wore that one teal kimono, switching to a darker version for a couple episodes, and she only wore one of her fancy dresses once (I don't want to know how many different styles of the big-shoulder dress they made for the show). It also seemed doable because the Minbari and Ranger robes were so flowing, I wouldn't have to make male and female bodies, and except for Marcus, all the Ranger men and women wore their hair short, so I could wouldn't need that many modeled variations. Anyway, the idea was each figure had four different built-in poses (standing, standing with hands forward working a console, sitting in a chair, and sitting in the motorcycle sidecar pods), so once I'd built the library, I could swap in different crews super-quick by replacing the objects.

No, the thing that broke me (after I got softened up by seeing someone generate a model of Na'toth with no major inaccuracies from a couple screencaps without the machine getting confused by her non-human features) was realizing the Garibaldi has three costume changes in A Call to Arms. I don't know if I'm going to continue with the stick figures or try an AI tool or what, I'll see what I feel like when I circle back to Babylon 5. I do feel bad about shifting to another project when the model was so close to being done, but needs must. At least I'm making something rather than aimlessly scrolling waiting for something interesting to happen on the internet.

You always put an unbelievable amount of research into things, so I'm honestly not surprised someone used your work as reference for an "official" product. You've probably put more thought into some of this than some of the people actually working the shows. I'd consider it an honor! (Would be nice if you got paid for it too, but... 🤷)
Thanks! That means a lot coming from you, especially. I remember your fighter jet/BSG Viper mash-ups were exquisitely detailed and authentic. There's always a dark side, though; Ed Giddings' 20-year-old Stargate 3D model was used as reference by Eaglemoss for their Milky Way model, and everyone could tell. It ended up being even messier when they released the Atlantis stargate model, which was a much closer reproduction of the SG-1 version and missed all the subtle differences between that one and the Atlantis stargate. I need to write up that guide to making your own stargate, too...

As for the money, it'd be nice if my fan art turned into paying work somehow, but the way I see it, I'm making it for myself and posting it for the community, and I don't want to have to deal with mental load of chasing down "unauthorized" usage. I answered some questions about the Stargate movie that I'd been curious about for years and that no one else had seemed to look at, and it ended up being a resource that made someone else's work better. I mean, we all know what BlueBrixx would've done if I hadn't made that deep-dive: They would've repeated SG-1's mistake and used the "⅄" symbol for the point of origin on their Abydos stargate instead of the "︽", and all the address symbols would've been the SG-1 versions. Also, wow, there's an ASCII character for everything.
 
A character for everything, huh? ᐰ ;)
I can definitely understand not wanting to continue with something if it frustrates you. Can't even count the number of unfinished projects I've left in the dust.

As for being accurate, remember that Stargate Atlantis sometimes had a space gate with 8 chevrons instead of 9. 🤦
 
Well, psychology is a funny old thing. Now that I was back in Stargate-mode, I finally updated my Abydos symbols guide with the last new one found (have I thought about systematically emailing everyone who worked on the 1994 movie to ask for pictures of any stargate symbols they were given as souviners? Not seriously, no), then updated the model with those symbols, and I finally wrote up my construction notes and reference images into a guide to making your own movie, SG-1, or Atlantis stargates. Hopefully, this will help prevent future mistakes like the Master Replicas Atlantis stargate being much more accurate to the SG-1 version, and their SG-1 stargate being not particularly accurate to anything. Even I ran into problems when I was making my most recent version; "Oh, the Atlantis stargate isn't that different from the SG-1 version, I can look at it to figure out the shape of the chevrons." No, you can't!
 
Good stuff you've got there!
I’ve heard anecdotally that there were other elements added to the “unlocking the stargate” sequence to make it more obvious it was connected through space to a different planet, and wasn’t taking people back in time to ancient Egypt, though it’s difficult to guess the extent of that without knowing more about the details of the filming.
I'll be honest, the possibility of the stargate being a time portal and not a space portal never occurred to me, even back in 1994.
 
When I posted my last update on the Stargate subreddit, IBREC replied with photos that included three new-to-me Abydos symbols (and a couple of better photos of ones I only had grainy screencaps of), so I've updated the Abydos glyph page and film stargate model again. More than a third of the symbols you can't see in the movie have been added to the model at this point, which is pretty neat. Hopefully photos of the other eleven panels will pop up, just not too quickly. ;)

And here I was thinking that the jinx from posting the article would be the Stargate 4K disc would finally come out (according to The Digital Bits, it's being held so it can be cross-promoted with the new Amazon show when that premieres). Though I don't think it'll actually help with this one; the one shot that could show me more glyphs in 4K has the CG puddle effect on it, so it was probably printed back to film at HD resolution or less.
 
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