Star Trek Builders Unite 5 : Where no pixel has gone before

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Comments

  • blutobluto Posts: 848
    edited December 1969

    presious eh ...

    "all" dots must be attached to line intersections.
    There shall be no overlapping of face normals.
    Triangles are big on the hit list too.

    "head" is "one bone" ... so the main object is simply called "head".
    The "entire" helmet is "one piece" and to be nicely uvmapped "in bounds".

    for any clothing on the body ... first made "one piece", nicely uvmapped "in bounds"
    Then grouped ... each group named EXACTLY as is each bone of the figure.
    Each group covers the same basic area as does the figure it's to be rigged for.

    Clothing needs to be high poly so the bones have something to move around without the mesh looking like splinters.

    Grab that M4 blank .cr2 that's around somewhere ... load it into the Geometries of D/S Figure/Skeleton Tab.
    Slide it over to the 'figures'
    Set it for Legacy Rigging.
    Create figure.
    Then in Geometries load the helmet. [which you have stored in your subfolder under Runtime > Geometries]
    Slide it over to the figure where the number for head should change from 0 to 1.
    Carefully delete all the bones EXCEPT the neck which shall be as a ghost bone.
    Rename the figure to helmet whatever.
    Check the box to have it replace the mesh and then create the helmet figure.
    Colour it as you please using the Surface Tab. [any textures must be in your subfolder under Runtime > textures]
    Using the Joint Editor, carefully adjust the bend, side and twist options as applicable.
    Then export out a .cr2 file to your subfolder under Characters under libraries under the Runtime in which you had put your geometries for the clothing in your subfolder under Geometries in the first place.


    Then close D/S and open it. Load the m4 blank and repeat using the whatever you're calling the jacket part ... and repeat ... deleting all bones not being used EXCEPT one up [probably neck] and one down.

    'cause presious kinda busy right now

    unless of course you have another presious in mind in which, nm.


    all" dots must be attached to line intersections.

    by dots ,do you mean points in the models mesh

    Triangles are big on the hit list too.
    model mesh needs to be all in quads ?

    and to be nicely uvmapped "in bounds".

    not sure what you mean here.


    i dont have or use daz studio ,
    i wouldnt even know where to begin with it .
    if you give me precise directions on how the model needs to be built ,
    i will try my best to follow those requirements .
    it would be so much easyier if i could send you the model .

    however if you dont have time i will find someone else that can hook us up ,
    after all this is for use by everyone

  • patience55patience55 Posts: 7,006
    edited March 2014

    bluto said:

    all" dots must be attached to line intersections.

    by dots ,do you mean points in the models mesh


    Yes. In the sample image attached, all those lines were created one at a time by extracting lines starting with the first edge.
    Yes, it takes awhile.


    Triangles are big on the hit list too.
    model mesh needs to be all in quads ?


    Quads are best. 5 lined things are total no-gos. Star clusters are also total no-gos. [where many lines all converge to/through one point]

    and to be nicely uvmapped "in bounds".

    not sure what you mean here.


    Have attached images to better illustrate. As people normally wish to apply texture images to clothing items, it is very important that the uvmaps be 'on the Checker T". It is also vital that any overlapping meshes be in separate Shading Domains.
    I have made use of images from certain projects because they happen to be what I had readily available as i either was or am working on them. It is is no way a criticism of anybody's work. It is how the various programs interact.

    i dont have or use daz studio ,
    i wouldnt even know where to begin with it .
    if you give me precise directions on how the model needs to be built ,
    i will try my best to follow those requirements .
    it would be so much easyier if i could send you the model .

    however if you dont have time i will find someone else that can hook us up ,
    after all this is for use by everyone

    Well, you make the model as you want it, as one unit for the helmet. A separate project unit for the top.
    After all the modeling is 'done', the uvmap is 'done' and unfolded and rearranged and all whatever, then ...
    The model is cut into pieces.
    If you import a COPY of the .obj for say, M4 into your modeler, colour the head, neck, collars, chest, arms, abdomen and hip ... that becomes the 'clothing mannequin'. Importing the new clothing piece onto it, it should be landing already exactly in place on the 'T' figure ... select all the face normals that belong to each body part ... in Hexagon we make groups by 'copy/delete/paste'. Each group must be named exactly as its corresponding body part. When all the parts are 'done', delete from the scene the M4 figure and export out the clothing piece. Do NOT weld it or anything.
    If you're using Hexagon, then close the program and re-open it [to clear memory]. Import in the latest clothing export and clean up any extra materials it may or not have willy nilly added to the list. One wants 'only' the materials, not even the Checker T default thing, listed in materials and of course all their corresponding Shading Domains. Export out clean clothing project file.

    Somewhere in my "Let's make clothing" thread in Nuts 'n Bolts I think there was a link for the M4 and V4 blanks ... sadly the thread is buried so I don't have the link handy atm.
    What one needs is the basic .cr2 rigging info for each figure ... absolutely no morphing information.
    This is used to give the clothing its bones.
    It is possible to use the figures one has already BUT one "has to" clean the .cr2 to be sure there's no morphing information. I find it much easier to just use one of those blanks ;-)
    I don't have the latest edition of D/S4.x installed so ? if they fixed a few things or not for legacy rigging of clothing.
    I did buy the shapes for Genesis though and you know ... it's SO much easier to make clothing for Genesis ... and then that will fit all those nice shapes from V3 to V5 plus if one also goes over board with all the G2 characters.

    For Genesis, if you have all the clothing made with mesh acceptable for D/S, do not cut it up. One piece is perfect. [as in one piece for helmet, one piece for top - would make for 2 clothing pieces]
    Load Genesis, import clothing .obj which must have landed exactly where it should be, run transfer utility, save clothing, done.
    One can make some morphs then for extras like if it had a long skirt or something, but this doesn't ...


    hallway.jpg
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    in_daz_studio.png
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    out_of_bounds.png
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    checker_t.png
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    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Bobvan said:
    This is kind of OT but related you guys familiar with Star Trek Continues a professionally produced web fan series based on TOS. Its got Scotty's RL son playing his role and known actors as guests http://www.startrekcontinues.com/

    ST is never 'OT' lol ... thanks :-)

  • Paul PettyPaul Petty Posts: 48
    edited December 1969

    it's ok Vic has his moments! How many have seen New Voyages

  • blutobluto Posts: 848
    edited December 1969

    i did buy the shapes for Genesis though and you know ... it’s SO much easier to make clothing for Genesis ... and then that will fit all those nice shapes from V3 to V5 plus if one also goes over board with all the G2 characters.

    For Genesis, if you have all the clothing made with mesh acceptable for D/S, do not cut it up. One piece is perfect. [as in one piece for helmet, one piece for top - would make for 2 clothing pieces]
    Load Genesis, import clothing .obj which must have landed exactly where it should be, run transfer utility, save clothing, done.
    One can make some morphs then for extras like if it had a long skirt or something, but this doesn’t ...

    yea but unless im mistaken you cant conform genesis clothing to m4 and have everything work right

  • patience55patience55 Posts: 7,006
    edited March 2014

    bluto said:
    i did buy the shapes for Genesis though and you know ... it’s SO much easier to make clothing for Genesis ... and then that will fit all those nice shapes from V3 to V5 plus if one also goes over board with all the G2 characters.

    For Genesis, if you have all the clothing made with mesh acceptable for D/S, do not cut it up. One piece is perfect. [as in one piece for helmet, one piece for top - would make for 2 clothing pieces]
    Load Genesis, import clothing .obj which must have landed exactly where it should be, run transfer utility, save clothing, done.
    One can make some morphs then for extras like if it had a long skirt or something, but this doesn’t ...

    yea but unless im mistaken you cant conform genesis clothing to m4 and have everything work right

    You are not mistaken, that would going backwards. Although one can use such an item for a head start on grouping a piece to re-rig on the older character. It's also a neat way to get it fitting better.
    For eg. make the clothing FOR Genesis base figure "T" [export out an .obj to model over]
    Make the clothing, save the clothing.
    Then dial in M4, export out the .obj ... it'll be basically shaped for M4 now ... fix up the minor details in the modeler and then re-rig the item on legacy M4. IF, IF I'm reading Richard's posts correctly, one can use M4 in D/S4.x to rig the clothing.

    While Genesis to M4 isn't a huge figure shape change, the same process helps for making clothing for any of the legacy figures that one has the Genesis' shapes for including Freak, Aiko, etc. Watching Fastgrab and using PC coupons if one has them, one can get some of these inexpensively.

    If you take a look at my 'sports shirts' which were started using freely available starters suits from Joequick, these were done for G2 figures. But they have a lot of quads, okay.
    So then if you model for Genesis, having a lot of quads [model normally and apply smoothing a couple of times], make and save the clothing figure, that gives you a start.

    http://www.daz3d.com/v4-and-m4-shapes-for-genesis on sale atm

    http://www.daz3d.com/v3-and-m3-shapes-for-genesis on sale atm
    OR
    http://www.daz3d.com/gen-3-iconic-shapes-for-genesis [nb the shapes for V3 and M4 are included in this bundle] on sale atm

    These sets enable one to convert legacy clothing TO Genesis, enables Genesis to look like all those figure shapes ... moving ahead with technology this stuff is neat. One can 'mingle' shapes together and greatly increase the stable.

    edit to add: And this one for the rest: http://www.daz3d.com/gen-4-iconic-shapes-for-genesis also on sale atm

    Post edited by patience55 on
  • Will DeckerWill Decker Posts: 188
    edited December 1969

    pettyp said:
    it's ok Vic has his moments! How many have seen New Voyages

    Love New Voyages/Phase II. Met James and the cast of In Harms Way back in 05

  • DemonslayerDemonslayer Posts: 125
    edited December 1969

    I was in "Kitumba" as Captain Ray Martin of the USS Saladin. :)

    pettyp said:
    it's ok Vic has his moments! How many have seen New Voyages
  • PDSmithPDSmith Posts: 712
    edited December 1969

    Testing out a new uniform idea. This is currently for Defiant for Genesis. I'll be making it for Valiant and Courageous next as well as Vilmur's freebie uniform Explorer.

    it's still a work in progress, so the bump map is very incomplete.Not sure what to do with the arm triangles but thought it looked cool.

    Going old school on this for this sets colours.

    the rank placement is still up in the air but I'm thinking either the arm or opposite the communicator.

    testing.jpg
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  • patience55patience55 Posts: 7,006
    edited December 1969

    Or on the collar?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    bluto said:
    i did buy the shapes for Genesis though and you know ... it’s SO much easier to make clothing for Genesis ... and then that will fit all those nice shapes from V3 to V5 plus if one also goes over board with all the G2 characters.

    For Genesis, if you have all the clothing made with mesh acceptable for D/S, do not cut it up. One piece is perfect. [as in one piece for helmet, one piece for top - would make for 2 clothing pieces]
    Load Genesis, import clothing .obj which must have landed exactly where it should be, run transfer utility, save clothing, done.
    One can make some morphs then for extras like if it had a long skirt or something, but this doesn’t ...

    yea but unless im mistaken you cant conform genesis clothing to m4 and have everything work right

    So, where do things stand on the security outfit?
    Had to come to the site- haven't gotten a e-bot notice in nearly a couple of days. :-(

  • blutobluto Posts: 848
    edited April 2014

    not sure yet , i think that i might have to find someone to help me rig the m4 version .
    i know she means well but patience insists i use daz studios to do it myself and i just dont have the time or the interest in learning another program , most of my interest is wrapped up in poser so , i hope i can either persuade her to help or look for someone else.
    in not trying to be rude i do apriciate everything she does for the community of trekkies here but im stubborn and set in my ways and make no appoligies for it
    then i think i will try to go the way of wardrobe wizard to convert it to v4, if i can find someone to help me rig it for m4 first

    the helmet is just a prop so i can send that to you any time you like

    Post edited by bluto on
  • PDSmithPDSmith Posts: 712
    edited December 1969

    Or on the collar?

    I guess some people will still want those, I'll make sure I leave an area open on the neck for them. I've been testing a uniform prop for Georgehaz it would place a rank strip in the yellow of my uniform opposite of the rank pin. It looks really good, not just officers but has a rank structure for enlisted.

  • nightwolf1982nightwolf1982 Posts: 1,169
    edited December 1969

    Use the arm triangles to denote rank, similar to the braids that were on the TOS uniforms

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    I think using cheverons or diagonal slashes on the sleeve to denote Time in service and blood stripes on the legs would give the uniform a nice look.

  • patience55patience55 Posts: 7,006
    edited December 1969

    bluto said:
    not sure yet , i think that i might have to find someone to help me rig the m4 version .
    i know she means well but patience insists i use daz studios to do it myself and i just dont have the time or the interest in learning another program , most of my interest is wrapped up in poser so , i hope i can either persuade her to help or look for someone else.
    in not trying to be rude i do apriciate everything she does for the community of trekkies here but im stubborn and set in my ways and make no appoligies for it
    then i think i will try to go the way of wardrobe wizard to convert it to v4, if i can find someone to help me rig it for m4 first

    the helmet is just a prop so i can send that to you any time you like


    The purpose of learning how to rig in any program ... 'cause even for better results in Poser if I'm not mistaken ... is one also learns better what is required for modeling clothing. These are not low poly game ships lol ...
    Those rigging "blanks" that were ever made available were indeed originally designed as a needed item FOR use in Poser.

    I also appreciate all what you've done/do for the trekkie community.

    Bluto, if you have for example, one plane that goes across the chest to be like a tunic ... that would be impossible to rig.
    It needs to have many planes so one can cut it up into about 6 pieces. See where all the body parts are for M4 and be sure to have some nice loopy lines around the mesh for those areas. Maybe you're ticked for my trying to convince you to model "for" clothing ... but as you are otherwise very good at modeling, I think you would feel more empowered yourself to learn something more of the task.
    RL is also that if I'm no longer here in a week or two, small option the community will have in either you or somebody else doing the work. I am also in mourning and RL is "I'm busy". Gotta play the cards in the hand we're dealt.

    btw - the major modeling for the little hallway from the bridge to wherever the ... it goes is done.
    atm it's a rainbow hallway ... and over the rainbow my beloved service companion has traveled.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    bluto said:
    not sure yet , i think that i might have to find someone to help me rig the m4 version .
    i know she means well but patience insists i use daz studios to do it myself and i just dont have the time or the interest in learning another program , most of my interest is wrapped up in poser so , i hope i can either persuade her to help or look for someone else.
    in not trying to be rude i do apriciate everything she does for the community of trekkies here but im stubborn and set in my ways and make no appoligies for it
    then i think i will try to go the way of wardrobe wizard to convert it to v4, if i can find someone to help me rig it for m4 first

    the helmet is just a prop so i can send that to you any time you like

    There's no hurry yet. I still have some other characters to come up with. Just wait till you have the whole outfit. That'll be fine.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    [ I am also in mourning and RL is "I'm busy". Gotta play the cards in the hand we're dealt.

    btw - the major modeling for the little hallway from the bridge to wherever the ... it goes is done.
    atm it's a rainbow hallway ... and over the rainbow my beloved service companion has traveled.


    I'm sorry to hear about RL, Patience. Take what time you need. We'll be here.

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    [ I am also in mourning and RL is "I'm busy". Gotta play the cards in the hand we're dealt.

    btw - the major modeling for the little hallway from the bridge to wherever the ... it goes is done.
    atm it's a rainbow hallway ... and over the rainbow my beloved service companion has traveled.


    I'm sorry to hear about RL, Patience. Take what time you need. We'll be here.

    Thank you. Appreciated.

  • scathascatha Posts: 756
    edited December 1969

    I'll add my voice to that of Madison, sorry for the loss.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Thank you.

    As one friend once told me ... about 2 dogs ago ... grieving is grieving be it for a person or an animal ... and with service animals, "they are people too" in that they are special and know it ... it's like loosing one's right arm.

    Unfortunately there are also a group of what I call 'predators', people who think it's okay to scam the disabled. Not being so from birth and generally speaking having my wits about me pretty good [being hit by minivans does affect the body as do pain killers] I tend to recognize some of these predators before they realize it ... wonderful way to unleash some fury against those who need swatting. Somebody tried to bait and switch what would have been my next Service animal. So, back to square one ... am thinking to switch breeds. While I like all animals, to live with is another matter. I prefer the larger dogs but am getting older too ... so might go with a Pekingese as it's the one representative of the little dog world which truly has this "I'm a Lion" attitude. I have to "look forward" to get through this.


    In the meantime I have finished the hallway section. D/S .duf props and a normal .cr2 file. Geometries included so 'everybody' can make use of the .obj files to remake props in the program(s) of their choice.

    Now ... in D/S4.x, not the latest so have no idea what it might do, it's kinda important to keep both the props and the .cr2 files IF you're wanting even just the .cr2 file BECAUSE it's for the making of material files. One can load a prop, make the mat file. Then on the .cr2 file apply the mat. IF you try to make mats using the .cr2 file, well yes it's possible but there's this HUGE list of materials and if trying to change only one small part, like for the doorbell, that's an awful lot of unchecking that has to be done ;-)

    I expect to be packing this up and getting the promo pics ready sometime later on, either today or tomorrow.

  • PDSmithPDSmith Posts: 712
    edited April 2014

    Okay I think I have the uniform for Defiant for Genesis is done. Moving on to Valiant.

    Pins are from an upcoming release from GeorgeHaz.

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    ving-1.jpg
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    Post edited by PDSmith on
  • Robert FreiseRobert Freise Posts: 4,481
    edited December 1969

    PDSmith said:
    Okay I think I have the uniform for Defiant for Genesis is done. Moving on to Valiant.

    Pins are from an upcoming release from GeorgeHaz.


    That looks very nice
  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    PDSmith said:
    Okay I think I have the uniform for Defiant for Genesis is done. Moving on to Valiant.

    Pins are from an upcoming release from GeorgeHaz.

    Looking great Paul, those pins look good on this uniform. Looking forward to seeing the other colors.

  • patience55patience55 Posts: 7,006
    edited April 2014

    Just in case anyone is interested, Mimic Live is in Fastgrab.


    sigh ... contrary to the information on the product page, "no" it will not work on all editions up from 4.5.0.114 ... hopefully it works for those using the most recent release.

    Post edited by patience55 on
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Just in case anyone is interested, Mimic Live is in Fastgrab.


    sigh ... contrary to the information on the product page, "no" it will not work on all editions up from 4.5.0.114 ... hopefully it works for those using the most recent release.

    Too bad there's not a Poser version. Might've been intrested.

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    Just in case anyone is interested, Mimic Live is in Fastgrab.


    sigh ... contrary to the information on the product page, "no" it will not work on all editions up from 4.5.0.114 ... hopefully it works for those using the most recent release.

    Too bad there's not a Poser version. Might've been intrested.

    It's also too bad a lot of D/S stuff doesn't work in D/S. I'm not going to pretend to understand why that has to be so.
    AFAIK all these editions from 4.5 up are based on the same scripting code [sdk or something] so like, AFAIK one shouldn't be needing to update all plugins so that they will only in the latest release which itself may or not be working according to the same specs as whatever some may require in a project. Somehow changing a program mid-project isn't my cup of tea. I really wanted that Mimic Live for either one of 2 possible editions ... it should have worked on either one of them ... but it doesn't. So I've put in a request for store credit and moving on ... found eBay!!! Made my first ever purchase there yesterday. [so now I can wait for the bubblewrap to come lol ....] At the rate this project of mine is going ... the company will probably be up to edition 7.5 and by then I would expect there'd be all new plugins to have to buy so .... will wait.

  • JaderailJaderail Posts: 0
    edited December 1969

    Umm... nope the SDK is not the same as when DS3 was out or even DS4.0 so things do need updated. I use the SDK's.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Jaderail said:
    Umm... nope the SDK is not the same as when DS3 was out or even DS4.0 so things do need updated. I use the SDK's.

    I didn't say that ... I said since 4.5. I might not use it, but it is in my account too.

  • JaderailJaderail Posts: 0
    edited December 1969

    Ah... Ignore last one then but somethings also need commands, not SDK, that are only built into the version at that time. Like Measure Metrics does.

This discussion has been closed.