Star Trek Builders Unite 4 : In a Runtime Darkly!
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George , amazing !! I gotta say you have been doing wonderful work since the civilian transport vessel . keep it up
one ? though is it for v4 nd if so will there be a matching m4 version ?
Beautiful work George
Yes, there will be matching M4 versions, as well as the new commbadges and pins, all part of an upcoming freebie project that I'm working on (time permitting).
As for the model, she's the combination of several character packages so I'm not sure that I could do anything more than list the needed parts and post how to combine them.
As for the uniform, it's a variation on Dopefish's free Star trek online uniform (actually needed to make these work)
And where does one find Dopefish's uniform? I've looked and cant seem to find it. If it's on the first page of this topic, which one of the many listings is it?
David
I think it's on Deviant Art. Check the Star Trek group there, he did it for Valiant and Courageous.
edit: here you go
http://startrekartistsunite.deviantart.com/art/STO-Uniform-for-Poser-Courageous-V4-199927867
http://dopiusfishius.deviantart.com/art/STO-Uniform-for-Poser-Valiant-M4-291676079
Thanks Timeroo
Very cool - I might have to play with this along with the Starfleet livery I'm putting together for the warp-enabled DART - that looks like a great flight uniform :).
Thank you.
As already stated, in addition to the uniform, the set contains two new commbadges...
is there any chance of getting someone good at doing uniform textures to knock up a captains wraparound for m4 valiant?
if possible please do it in white so it can be used for all division colors
if so do one set of textures to look like a swade jacket please
Love the com badges!!!
What do you think? I've only had the warp pack for the Dart out for a week, but doing this pic, I had the idea to not only make it a clear Starfleet vehicle, but also to add an actual deflector to it, since it now explicitly has warp drive. I was going to probably release the "Tesla" materials separately, but now that I also have the deflector, I'm thinking of completely redoing the package and including everything, rather than piddling it out in pieces.
BTW, this pic was fun - NO LIGHTS were used in this, except for one small point light set to specularity-only and 1 unit DistEnd, so I could highlight the interior of the deflector cove - it was coming out black. Other than that, the only light sources are the 'lights' that are actually ambient materials, both on the Dart itself and around the hangar. I'm pretty pleased and impressed by it - Poser has come a LONG way :D. The reflections came out really well, too - you can, as Redfern has said, really see the space that you're in as it's reflected in the ships. (larger version is on my DA page)
That's fantastic
That turned out beautiful.
The ambient materials lights intrigue me, it gives such a realistic look and would be great for the softly glowing panels and tube lights you see in sci-fi.
Beautiful image, Ptrope!
Excellent! Shiny! I want to take it out for a flight!
Is that the never-seen "garage" deck below the shuttle bay floor? Bits of it remind me of stuff I've seen in various blueprints.
Awesome work Ptrope! I could of swore you stepped over to the dark side with me and started using luxrender!
-Paul
And now for something completely different.
Having taken a break between projects I couldn't stop making comic strips and such, so here is a 'quicky'
(Sorry I had to link over to DA, but when the image is 1000x5377 pixels I don't think DAZ as a whole would allow it here.)
http://pdsmith.deviantart.com/art/Adventures-of-Jade-Redmond-401152521
Absolutely gorgeous.
I'm planning on testing the warp pack in DS this weekend, but I don't anticipate any problems, I've been using the Dart itself in DS for some time now.
-- Walt Sterdan
Couldn't wait until the weekend; here's a real, real quick test of the warp pack. The unit's "powered down" for testing the pwToon shader.
I'll test it more extensively this weekend, but so far I love it.
Thanks again.
-- Walt Sterdan
One very important thing to do is to make the following materials completely invisible (no specular, no reflections, nuthin' ;) ): Keel_-_sheetmetal and Keel_-_bumper - otherwise you'll see the original Dart keel and the warp-pack keel together, and the front landing leg will be kinda stuck inside there ;). You can cut and paste the material settings from the hidden wing pylons.
I was playing, too, and I confess that the new materials probably won't work in D|S out of the box, because I'm using a lot of nodes that I didn't use in the original materials. This shot is also unlit - I whipped up a quick sky dome and dropped it over the scene, along with a Dystopia block for the background, then finally added some crew - and then when I wanted to make a small material mod, PP2014 crashed again, as it is frustratingly wont to do, and has been for the past several versions, after running for awhile and done a few renders - it appears to still have significant memory leaks that add up until it finally cracks.Of course, I hadn't saved for quite a while and all the careful changes went poof ... yeah, I should learn. I wish Poser was good at creating a backup of the running project as it is at keeping the past several renders ... . Back to work, I guess ...
Have you checked your video card? I took my comp to the shop after fighting Poser Pro 2014 for 3 months and they told me there was no actual card in my system. The comp was using a virtual card designed into the operating software. Once I had a real card installed, all of my problems cleared up.
Great work on the Dart!
Ah, right you are; in my haste to render before bed I didn't even notice. There's a couple others as well (Keel light, etc.) that had to be hidden, but it only took a minute.
Thanks again, I'll play with the textures more seriously this weekend.
-- Walt Sterdan
Yeah, the light, trim, bumper and sheetmetal materials in the WarpPack prop can be made invisible if you also want to remove the smaller fin that's part of the pack - I added that because to me, it looks a little naked without something there ;). I added the 'taillight' because I'm a car dork and I can't resist putting something on the back of even a spaceship :D.
FWIW, they recently put out a new service release for PP 2014. SR 2.2, I think.
From what I read on RDNA, the only new thing in 2.2 is corrected forms for Rex and Roxie (?) for the Face Room - no functional improvements.
Now, if they would fix the z-depth image so that invisible materials don't show up - that would help a lot with the Dart when the wing pylons and keel are 'turned off' ;).
OOooookay, so it isn't worth much. Sorry about that. :-(
Took a little more time and tried a few different textures, went for a non-toon pict for a change.
Thanks again, I really do love the Dart.
-- Walt Sterdan
Nice! I like that hull texture - it's got an interesting glassy translucence :coolsmile:
More playing around and trying to fine-tune the package for re-release (and frequently saving, too!).
Probably not part of the package, but I decided to try out the hull bump maps from my "Retropolis" freebie texture set, keeping the existing diffuse and reflectance settings - it was just so shiny, I couldn't resist seeing it as if it had an 'F-104 Starfighter' hull. And in the realm of reflectance, I didn't quite like how the Starfleet markings were getting 'washed out' by the the reflections, so I made masks that set the value of the markings to 0 (just simple b/w maps) - they're still the same gloss and specularity as the rest of the hull, just no reflections to obscure them. These are definitely going into the package. ;-)
I was also noticing a 'flattening' of the nose cone under the deflector - the nose of the Dart is a lot lower resolution than it probably should be, but I was young and inexperienced when I made it :cheese: and as long as it's all one piece up front, smoothing takes care of it pretty well. But to make the deflector, I had to copy the existing nose section and cut a hole through it, and that means no unbroken surface between the nose cap and the hull of the ship, so smoothing ends at the joint, and the ridges of the mesh were starting to show. I made some cross-cuts in the mesh to add geometry, and pulled them outward slightly to introduce more segments and thus more curvature - I think it'll work much better now.
So far, so good! :coolhmm: