Star Trek Builders Unite 8: THE REBOOT

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Comments

  • rschulterschulte Posts: 489

    You're welcome....  can't wait to use it

  • PtropePtrope Posts: 682

    rschulte said:

    Thanks for this update....

     

    FYI....new freebies

    Magnus1781 released a TOS Spock (Nemoy) and Kirk (Shatner) morph for G8:
    https://www.deviantart.com/magnus1781/art/Various-VG-Characters-1001533311

    Ryselle-chan has released a Tholian for Daz:
    https://www.deviantart.com/ryselle-chan/art/Free-Download-Tholian-for-DAZ-Studio-1001977976

    I hope it fixes the problems - and doesn't create more! I need to set up another machine to test these on that doesn't presume they're installed.

    Thanks for the heads-up on the morphs. I tried them both - not real happy with either. Shatner looks more like Pine, and Nimoy, if looked at individually, isn't bad, but I decided to try using additional morphs. One thing I hate about a lot of these characters converted from VG characters is that they have scalps molded in the shape of hair. At the moment, I don't have any decent Spock hair, and I haven't purchased 3DUK's Spock, yet. This example uses the standard Genesis 8 Male texture, but I removed the brows and added a physical brow from "Aniyah' for G8F; I also changed the base and translucency colors. Next to the out-of-the-box morph, the original looks like Alex Baldwin wink

     

    Spock Morph 001.png
    1021 x 765 - 4M
  • rschulterschulte Posts: 489

    I'm surprised and a bit disappointed, normallly his morphs are pretty good.  Sorry!

  • TimbalesTimbales Posts: 2,333

    Ptrope said:

    OK, let's try this. I've packaged up a Poser Runtime structure - because that's how I have all of this saved; I haven't saved any of these assets as Studio props or subsets or whatever you want to call them wink. If you have a Poser library added to your Content, this can be unzipped into it, or you can create one and add it to your Content; if you do, I suggest you also drop the contents of the texture maps (Runtime\Textures\etc.) into it so you keep everything together. There are a LOT of OBJs in here - even ones that I haven't included PP2 files for, but, hey, you can still import them and play around with them, but I am 99% sure that this will suppply all the missing components, and a bit more.

    https://sta.sh/0pqqbljuz8v (9.2 Mb zip)

    While I'm at it, I played around a bit and took a weird overhead shot of the bridge.

    Thank you so much. I didn't have the version with the mapped floor. 

  • PtropePtrope Posts: 682

    I splurged on 3DUK's Spock, but this is my mod of Magnus1781's "Nimoy" morph. Not bad. The hair is Mylochka's M4 Spock hair - the 3DUK hair looks almost identical.

    Spock Morph 002.png
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  • TimbalesTimbales Posts: 2,333
    edited December 2023

    Thank you for posting updated versions of the bridge, Ptrope. It's been fun revisiting it. 

    12-16-23 bridge a.jpg
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    12-16-23 bridge b.jpg
    2500 x 1406 - 2M
    Post edited by Timbales on
  • PtropePtrope Posts: 682
    Timbales, those look GREAT! I like what you did with the carpet and the glowing vents. Once I get my modeling PC back up and running, I plan to open up the boxes behind those vents so lights can actually be placed in them and the glows will have depth.
  • TimbalesTimbales Posts: 2,333
    edited December 2023
    Thanks. https://www.daz3d.com/ig-iray-lights-and-shaders-architectural-lights I added lights from this set. I just added an emissive shader to the vent faces and used your impulse texture.
    Post edited by Timbales on
  • rschulterschulte Posts: 489
    edited December 2023

    Thank you gentlemen for your talent and generosity!   

    I'm glad at least the Spock morph is of use to you...

     

    Post edited by rschulte on
  • PtropePtrope Posts: 682

    Well, I bit the bullet and installed my modeler on the PC I have running, so I could try fixing the vents. This is the communications station - I cut the hole through the lower console faces to expose the boxes that I always had there - apparently, back in the old days, I forgot to open them up. I retextured the vent faces for transparency/translucency and no emissive value, and put point lights inside the boxes. You can see the depth, now, and even the shadows of the vent grilles on the floor smiley

    Enterprise Bridge 010 - 20231217 - ge.png
    1600 x 1200 - 3M
  • wsterdanwsterdan Posts: 2,346

    Ptrope said:

    Well, I bit the bullet and installed my modeler on the PC I have running, so I could try fixing the vents. This is the communications station - I cut the hole through the lower console faces to expose the boxes that I always had there - apparently, back in the old days, I forgot to open them up. I retextured the vent faces for transparency/translucency and no emissive value, and put point lights inside the boxes. You can see the depth, now, and even the shadows of the vent grilles on the floor smiley

    Well done! That looks perfect. 

  • TimbalesTimbales Posts: 2,333
    Ptrope said:

    Well, I bit the bullet and installed my modeler on the PC I have running, so I could try fixing the vents. This is the communications station - I cut the hole through the lower console faces to expose the boxes that I always had there - apparently, back in the old days, I forgot to open them up. I retextured the vent faces for transparency/translucency and no emissive value, and put point lights inside the boxes. You can see the depth, now, and even the shadows of the vent grilles on the floor smiley

    That looks awesome.
  • PtropePtrope Posts: 682
    edited December 2023

    I went around the room and opened up all the vents, and imported the new geometries. The complete bridge, with point lights in all the vents and updated surfaces, is here:

    https://sta.sh/02eqk2mue0j

    If you want to update the workstations in the Poser library, I've zipped up the updated OBJs separately - unzip them into the existing Geometries folder and replace the existing files. This won't update the surfaces, however.

    https://sta.sh/0cn65isv270

    Enterprise Bridge 011 - 20231217 - ge.jpg
    3200 x 1800 - 2M
    Post edited by Ptrope on
  • TimbalesTimbales Posts: 2,333

    Ptrope said:

    I went around the room and opened up all the vents, and imported the new geometries. The complete bridge, with point lights in all the vents and updated surfaces, is here:

    https://sta.sh/02eqk2mue0j

    If you want to update the workstations in the Poser library, I've zipped up the updated OBJs separately - unzip them into the existing Geometries folder and replace the existing files. This won't update the surfaces, however.

    https://sta.sh/0cn65isv270

    At the risk of being greedy, would you consider do the same thing you did for the station vent panels to the overhead light and wall alert panels? It would be cool to be able to apply a glass shader to the surface and light them from behind like they did in real life. 

  • PtropePtrope Posts: 682

    Timbales said:

    At the risk of being greedy, would you consider do the same thing you did for the station vent panels to the overhead light and wall alert panels? It would be cool to be able to apply a glass shader to the surface and light them from behind like they did in real life. 

    I'll see what I can do - those panels could currently be made translucent and a light placed behind them, but they don't have any reflector behind them. I'm currently trying to make a lighting fixture prop for the ceiling that includes reflectors and bulbs, but so far, the lenses aren't working for me, for some reason. Back to the drawing board!

  • TimbalesTimbales Posts: 2,333

    Ptrope said:

    Timbales said:

    At the risk of being greedy, would you consider do the same thing you did for the station vent panels to the overhead light and wall alert panels? It would be cool to be able to apply a glass shader to the surface and light them from behind like they did in real life. 

    I'll see what I can do - those panels could currently be made translucent and a light placed behind them, but they don't have any reflector behind them. I'm currently trying to make a lighting fixture prop for the ceiling that includes reflectors and bulbs, but so far, the lenses aren't working for me, for some reason. Back to the drawing board!

    The ceiling I has a solid wall behind the light panel surface. It's the same surface setting as the trim. 

  • nabob21nabob21 Posts: 994

    Ptrope, for some reason when I try to download your bridge files I get a "page doesn't exist" error message.

  • CricketCricket Posts: 456

    I get the same error

  • PtropePtrope Posts: 682

    What link are you using?  I had to update the file, but I updated the post with the new link, too.

    @Timbales, I did find that the trim around the light panels had a polygon behind the lenses that was preventing the light getting through; I've updated the ceiling module, with built in emissive lights behind the lenses. The alerts are another thing - no hole in the wall panel behind them.

    Yet.

    Updated ceiling: https://sta.sh/04rapin0vh5 (unzip into "Props" folder (215 kb zip)

  • Nice.  Will the updated version of this be posted to ShareCG at some point?  I've enjoyed grabbing the various TOS rooms you've made, and occasionally using them in a render or two, so I value your zen to update at least this one.

  • I don't know if I showed this already but an associate of mine made their own version of the Titan/Enterprise-G bridge. It was originally for Unreal Engine and used PBR materials it was quite a haul to port it over to DAZ.

  • rschulterschulte Posts: 489
    edited December 2023

    FleetAdmiral01 said:

    I don't know if I showed this already but an associate of mine made their own version of the Titan/Enterprise-G bridge. It was originally for Unreal Engine and used PBR materials it was quite a haul to port it over to DAZ.

    i don't think you have but I for one would love to see it.

     thank you.

    Post edited by rschulte on
  • PtropePtrope Posts: 682

    nomad-ads_8ecd56922e said:

    Nice.  Will the updated version of this be posted to ShareCG at some point?  I've enjoyed grabbing the various TOS rooms you've made, and occasionally using them in a render or two, so I value your zen to update at least this one.

    Once I have everything sorted out, I will probably package everything up and upload it. I like to share the fun wink

  • CricketCricket Posts: 456

    I used the link in your post, including the updated celing one. Both times the link takes me to your stash page, but when I click on the download zip button, I get an "Oops" page.

  • PtropePtrope Posts: 682

    "Oops," indeed. Works fine for me; unfortunately, I don't have much control over DA's infrastructure. I'm attaching the ceiling here, though - it's small enough to not be a problem (I hope).

    Have you tried another browser? Or clearing your cache and restarting your browser? All the downloads work for me (of course, the fact that it's technically my user space means I may have an advantage). AllI can do is apologize. I should have a complete package together in time for Christmas, on ShareCG.

    zip
    zip
    tos_bridge_ceiling_updated.zip
    214K
  • Just an FYI the links all worked for me. I'm using Chrome

  • STO's Galaxy Class Bridge.

    STO_TNG_Bridge_Test_Setup.png
    1920 x 1080 - 2M
  • Just FYI for anyone downloading from deviant art stash links: the timer for those links is stupidly fast, pretty much as soon as the page loads, you have to click the link to download.

  • rschulterschulte Posts: 489

    Regretably I can't really work with this now,  my DazStudio was one of those who got broken with the last update to Daz Studio (I'm still at Windows 7) so I'll have to upgrade my system.  Neathertheless I'm very grateful fo all who posted here.  

  • PtropePtrope Posts: 682

    nightwolf1982 said:

    Just FYI for anyone downloading from deviant art stash links: the timer for those links is stupidly fast, pretty much as soon as the page loads, you have to click the link to download.

     Since you mentioned this, I tried clicking the link on a Sta.sh page I still had open and got the "Oops," but then refreshed the page and the link worked again.

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