riebeckite

moths on the internet

  • yes

hi we're jones, a 33 y/o system of 6
shit could get weird, possibly nsfw ergo ๐Ÿ”ž


the-technician
@the-technician

Im not saying Ive watched alot of stargate, but I can totally hear this picture. Also, now that its finished I think I remember that there was a DVD menu animation for one of the seasons of SG1 that was similar, but I cant be sure?

This animation exists mostly because my internet went down in the middle of an Episode of SG1, stayed down for 2 days, and I couldn't get the show to stream on data.

Ive also been thinking a lot about neo-classasic, and Neo-anchient aesthetics in scifi. Specifically the lost civilization, scifi post apocalypse type settings.

Stargate is the big live action example, but it was also a major Anime design trend during the OVA boom/90s anime era. (I think Castle in the Sky, and Visions of Escaflone are good examples) In these works the classical/ancient architecture is shown in ruins and is symbolic for the lost wonders of the ancients.
which is different from earlier neoclassical scifi which typically used the classical designs as a visual symbol of power or wealth (Fire Maidens from Outerspace (1956), and Cat Women on the Moon (1953) are clear examples of the older symbology, See also; https://cohost.org/the-technician/post/4553912-fantastic-science-fi )

In this scean;

Everything is made in blender, but I had a slightly different compositing workflow to try and mimic the look of the show. I rendered the water sim in 2d and then mapped it onto the gate, because that's what they did back in the day. (it gets mentioned on a behind the sceans feature).

the rays of light are a 2d effect made in post (and only roughly track the camera), I normally find this ray node is slightly dated, but that was what I wanted here. Ive had to manually animate the ray origin to track the camera, which is another reason Im not as wild about the method normally. (also there are some frames where it gets confused by the motion blur and puts rays on the walkway lights, and a glitch in this node is to blame for some of the render artifacts)

the lighting is actually pretty wrong for the amount of glare we see from the gate, all those beams of light should be casting more light out and onto the gate.

Instead In this shot the watery light source is behind the camera facing the gate, which matches the show. I tried a more realistic test, but after years of seeing it always lit this way, that lighting didn't look right.

The gate is fully modeled but only about half rigged. the chevrons move, but not individually Which is why I didn't add a dial sequence (that and this is already a really long gif)

The travel sequence was made in about 10 minutes, so its got some rough edges. I used one of the more condensed versions from the show as a model, (because I knew I was running over how long a gif can be.) I might go back and polish it up, and add the parts that I didn't include.


StrawberryDaquiri
@StrawberryDaquiri
This page's posts are visible only to users who are logged in.

ย