Star Trek Builders Thread!

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Comments

  • Porthos1Porthos1 Posts: 0
    edited December 1969

    I wonder if it would be okay to share WERTS Cardassian morph? I have all the other Star Trek ones and it doesn't say anything in the readme's about not re-distibuting it!

  • ChoholeChohole Posts: 33,604
    edited December 1969

    IF it doesn't say that you can redistribute it in the readme then the general concsensus is that you haven't been given permission to do so.

    THere was a reason for Werts to withdraw all his stuff.

  • Porthos1Porthos1 Posts: 0
    edited December 1969

    Oh, okay....thanks! :)

  • Porthos1Porthos1 Posts: 0
    edited September 2012

    My attempt at 7 of 9 morph!

    7even.jpg
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    Post edited by Porthos1 on
  • blutobluto Posts: 838
    edited September 2012

    GRFK DSGN Unlimited,
    some time ago you made for me textures that im my opinion was fantastic , it was a set of alrernate next gen era uniforms for use with m4 valiant
    i have been waiting very patiently for the companion set that would work with v4 couragous , is there any chance of this ever happening?

    pretty please!!!

    Render_1.jpg
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    Post edited by bluto on
  • TimbalesTimbales Posts: 2,332
    edited December 1969

    Porthos1 said:
    My attempt at 7 of 9 morph!

    very nice

  • crownlioncrownlion Posts: 117
    edited December 1969

    excalibur gets in close and gets a kill

    kill.jpg
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  • ThalekThalek Posts: 318
    edited December 1969

    Porthos1 said:
    My attempt at 7 of 9 morph!

    Not bad at all! It looks to me like the texture needs a little more work than the morph does, and IMO, the morph doesn't need any work.

  • PDSmithPDSmith Posts: 712
    edited September 2012

    For those that are looking for fantastic explosions, may be surprised that the one you're looking for is the one you built yourself.

    This tutorial is one of the easiest to use and if you save the image from photoshop or gimp as a png, import into your scene and you have what you need.

    http://www.youtube.com/watch?v=F1dAedHmsuk

    download some google clouds, follow the steps and BANG you have what you want.

    It's what I used for all my of explosions in '30 minutes' and 'Virus'

    http://pdsmith.deviantart.com/gallery/35287680#/d4k8x06 (link to Trek Graphic novel 30-minutes)

    and

    http://pdsmith.deviantart.com/gallery/35287680#/d4pjkob (link to Trek Graphic Novel 'Virus')

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    Post edited by PDSmith on
  • CricketCricket Posts: 454
    edited December 1969

    Rduda said:
    I liked the one on the Right (the curly top).

    OK, questions:
    As you seen I've been working on my TOS/TNG conversion. I'm going off Spikes Star Trek page (http://www.st-spike.org/index.html) for uniform info (See below). Do you think under TOS yellow helm includes Conn too? So inTNG you would have Chekov & Sulu in red? Was Uhura was Engineering or Security? Wasn't the teal color in TNG Science?

    TOS
    Gold (Yellow): Command, Helm - Kirk, Chekov, Sulu
    Red: Engineering, Security - Scotty, Uhura
    Blue: Science, Medical - Spock, McCoy

    TNG:
    Gold (Yellow): Engineering, Security - Scotty, Uhura
    Red: Command, CONN - Kirk, Chekov, Sulu
    Blue: Science, Medical - Spock, McCoy

    Any thoughts?

    For TNG, Gold was also used for Operations, which should include Communications (Uhura), although Communications were mostly handled by the OPs officer and/or Security officer. Navigation was combined with Helm, so Sulu should wear Red and Checkov would either be OPs (Gold) or maybe Security? (also Gold).

  • patience55patience55 Posts: 7,006
    edited December 1969

    crownlion said:
    Patience's prop works really good


    excalibur under attack

    You doing some nice work there with TheSchell's props ;-)

    ........................

    I've finished the 1st set of insignia which I hope to pack up and release sometime over the next 24 hours or so.
    The photo image from which i worked is not of high enough caliber so I've made what I hope is a "passable" 'holding texture' for people to use. If/when anyone finds a better image to use, feel free to exchange it ;-)
    Will include the basic bump/displacement images [blk/white ones] and also some black/white displacement images for the pips if wanted for closer up images. The props will only be loading the main image. All the extras will be in the same texture folder for easy finding.

    n.b. to anybody using the prop making script for D/S, do NOT load a prop and ask it to remake the prop under a new name thinking that you will have then 2 props in the folder. Oh they'll be there ... but the first prop will not look quite right ;-) So it does something ... work from copies if/when it matters.

  • patience55patience55 Posts: 7,006
    edited December 1969

    PDSmith said:
    For those that are looking for fantastic explosions, may be surprised that the one you're looking for is the one you built yourself.

    This tutorial is one of the easiest to use and if you save the image from photoshop or gimp as a png, import into your scene and you have what you need.

    http://www.youtube.com/watch?v=F1dAedHmsuk

    ... edit ...

    Good find! Thank you.

  • patience55patience55 Posts: 7,006
    edited September 2012

    http://www.mediafire.com/?cvrwjliehapi7cr

    Here's the set.
    Had a request so have also included the previous badges I had released. Might want to unzip to a screening folder and remove them if you don't want/need them first.

    ideally.png
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    extremes.png
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    backsides.png
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    0_unseen_for_this.png
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    as_they_load.png
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    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited September 2012

    And the rest.

    w_wo_displacement.png
    600 x 519 - 190K
    usefront_for_one_tone.png
    600 x 421 - 164K
    shaders_reapply_texture.png
    546 x 540 - 158K
    shaderfun.png
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    otherusestoo.png
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    Post edited by patience55 on
  • mdbruffymdbruffy Posts: 2,345
    edited September 2012

    HELP! I know this is primarily a Daz forum, but I'm asking for help here anyway. Some of you have followed my Nova Trek series (I hope) and know that at the end of book 7, Enterprise was badly- severely- damaged. Next book picks up with her being repaired. No big secret there.
    Problem: the top pic is the unrendered work window. Inside the yellow square, you can clearly see into the saucer- you can see the decks.
    Bottom pic is the exact same file only rendered.I have turned off every shadow I can find. added a spotlight aimmed into the saucer, I have changed the textures to white, I have boosted the ambient lighting to a level of 10. plugged in probe lights and pushed those levels to 100- AND THE DECKS STILL RENDER BLACK.
    I am out of ideas. If anyone has one, please share...

    Screwed-up-render-WEB.jpg
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    Post edited by mdbruffy on
  • MattymanxMattymanx Posts: 6,905
    edited December 1969

    mdbruffy said:
    HELP! I know this is primarily a Daz forum, but I'm asking for help here anyway. Some of you have followed my Nova Trek series (I hope) and know that at the end of book 7, Enterprise was badly- severely- damaged. Next book picks up with her being repaired. No big secret there.
    Problem: the top pic is the unrendered work window. Inside the yellow square, you can clearly see into the saucer- you can see the decks.
    Bottom pic is the exact same file only rendered.I have turned off every shadow I can find. added a spotlight aimmed into the saucer, I have changed the textures to white, I have boosted the ambient lighting to a level of 10. plugged in probe lights and pushed those levels to 100- AND THE DECKS STILL RENDER BLACK.
    I am out of ideas. If anyone has one, please share...

    Poser or DAZ Studio?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Mattymanx said:
    mdbruffy said:
    HELP! I know this is primarily a Daz forum, but I'm asking for help here anyway. Some of you have followed my Nova Trek series (I hope) and know that at the end of book 7, Enterprise was badly- severely- damaged. Next book picks up with her being repaired. No big secret there.
    Problem: the top pic is the unrendered work window. Inside the yellow square, you can clearly see into the saucer- you can see the decks.
    Bottom pic is the exact same file only rendered.I have turned off every shadow I can find. added a spotlight aimmed into the saucer, I have changed the textures to white, I have boosted the ambient lighting to a level of 10. plugged in probe lights and pushed those levels to 100- AND THE DECKS STILL RENDER BLACK.
    I am out of ideas. If anyone has one, please share...

    Poser or DAZ Studio?

    Poser 9.

  • MattymanxMattymanx Posts: 6,905
    edited December 1969

    Only thing i can think of is checking off "Render Normals Forward" on those surfaces.

    Only other time I have seen black like that in Poser is a prop that was not parented to a figure and when that part of the model was inside out.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I'll try it and see what happens.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Mattymanx said:
    Only thing i can think of is checking off "Render Normals Forward" on those surfaces.

    Only other time I have seen black like that in Poser is a prop that was not parented to a figure and when that part of the model was inside out.

    Poser 9 doesn't show that option in the render prefrences.

    P9-Render-options.jpg
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  • MattymanxMattymanx Posts: 6,905
    edited December 1969

    Sorry, thats per surface so its in the Material Room


    If your on a windows system and there is a lot of surfaces, I recommend saving a MC6 file as is and then you can use a program like NoteTab+ to modify the MC6 file by searching the file for the "Normals forward" and changing the values from "0 0 1" to "1 0 1" resaving the file and then reapplying the MC6 to the model. Wordpad and notepad do not allow you to search and replace more then one line at a time. Notetab+ will let you do multiple lines which you will need to do. Simpler then it sounds really.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Mattymanx said:
    Sorry, thats per surface so its in the Material Room


    If your on a windows system and there is a lot of surfaces, I recommend saving a MC6 file as is and then you can use a program like NoteTab+ to modify the MC6 file by searching the file for the "Normals forward" and changing the values from "0 0 1" to "1 0 1" resaving the file and then reapplying the MC6 to the model. Wordpad and notepad do not allow you to search and replace more then one line at a time. Notetab+ will let you do multiple lines which you will need to do. Simpler then it sounds really.

    If it's in the Poser 9 Material Room, I don't see it.
    How many lines are we talking about?

    Poser-9-Material-Room.jpg
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  • MattymanxMattymanx Posts: 6,905
    edited December 1969

    In Poser you want "Normals Forward" which is at the bottom of the list for "Poser Surface" I didn't open poser to double check the wording, sorry.

    If you save out a MC6 file and open it in Wordpad or notepad or Notetab+ it will be listed at the bottom of each material.

  • mdbruffymdbruffy Posts: 2,345
    edited September 2012

    Checking "Normals Forward" had no affect. What's driving me crazy, is that this is the same scene file I used for the last book. I built the dock around the ship.This panel is from that story- where the decks rendered fine. What could have changed?

    Page-107,-panel-2-WEB.jpg
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    Post edited by mdbruffy on
  • mdbruffymdbruffy Posts: 2,345
    edited September 2012

    I'm about ready to say the heck with this. I pulled up the original scene file- the one my last post was made with- and made the material library files based on it. They should have fixed the problem since the decks rendered fine in that file.
    They did not.

    I applied those new material files to the problem decks and they did not make any difference. :-(

    Post edited by mdbruffy on
  • MotoTsumeMotoTsume Posts: 520
    edited December 1969

    mdbruffy said:
    I'm about ready to say the heck with this. I pulled up the original scene file- the one my last post was made with- and made the material library files based on it. They should have fixed the problem since the decks rendered fine in that file.
    They did not.

    I applied those new material files to the problem decks and they did not make any difference. :-(


    have you tried placing a light or 2 inside on those decks - to see if that helps?

  • edited December 1969

    Hello, all. Longtime lurker here.

    First off, I want to thank all the kind artists who have provided me with all these new and wonderful toys to play with.

    And second, I thought I'd share this with you. I've been on a real Cardassian kick lately, what with Bluto's Cardie vest and Mylocha's texture sets. However, I lacked an actual Cardassian to use these creations on. I don't have WERTS' morphs (and from the sounds of it, will never get them), so, I've been playing around with displacement maps. Here is my "work-in-progress".

    Any and all comments are welcomed.

    CardieWIP02.jpg
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    CardieWIP01.jpg
    812 x 748 - 174K
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    MotoTsume said:
    mdbruffy said:
    I'm about ready to say the heck with this. I pulled up the original scene file- the one my last post was made with- and made the material library files based on it. They should have fixed the problem since the decks rendered fine in that file.
    They did not.

    I applied those new material files to the problem decks and they did not make any difference. :-(


    have you tried placing a light or 2 inside on those decks - to see if that helps?


    Yes- and it made no difference. I've tried spotlights, probe lights, ambient lighting- nothing effects them.

  • MotoTsumeMotoTsume Posts: 520
    edited September 2012

    here is a comment for YA blubeetle3 :)


    me want, me want :)

    Post edited by MotoTsume on
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Hello, all. Longtime lurker here.

    First off, I want to thank all the kind artists who have provided me with all these new and wonderful toys to play with.

    And second, I thought I'd share this with you. I've been on a real Cardassian kick lately, what with Bluto's Cardie vest and Mylocha's texture sets. However, I lacked an actual Cardassian to use these creations on. I don't have WERTS' morphs (and from the sounds of it, will never get them), so, I've been playing around with displacement maps. Here is my "work-in-progress".

    Any and all comments are welcomed.

    Bluebeetle, that looks like you're off to a great start! Hope you plan to share it with the rest of the class when you're done! :-)

This discussion has been closed.