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

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Comments

  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    i wonder where and how you manage to get ship models for Poser that look good. Every Trek ship I have found usually loads in Poser with pieces missing, big holes here and there or other such defects. Even ones that were supposedly converted for use in Poser. Either I am getting the wrong models or I am doing something wrong somehow. I can never get them to look good.

    If you are asking me that question:

    First, thanks for the compliment, I'd a bit of a noob, still, though...only with like 2 years of practice.

    Second, I used Daz3.1, not poser. Maybe that's the reason for the things messing up and stuff? I also play with lighting, even the most rubbish of models will look great with good lights. I also like messing about with textures sometimes.

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  • PDSmithPDSmith Posts: 712
    edited April 2014

    To LycanthropeX,

    Rduda and his partner over at Vanishingpoint design their sets with Poser in mind. Rduda uses hexagon (if I'm right in interpreting the images he has sometimes posted here) and then has them worked over for textures and packaging for Poser.

    ie you won't find a single DUF file inside their set's Runtime folder.

    Now the ships those were converted over with Poser in mind and and not DAZ Studio. (the give away here is the bump map settings are set to almost nothing when Daz Studio reads them. Most of the ships were designed in Lightwave or are in a 3DS format which we all know DAZ Studio (unlike Poser) can't read.

    Hope this helps.

    If anyone wants to jump in and add to this and or correct me, feel free. I'm far from being an expert at anything but putting my foot in my mouth.
    :-)

    -Paul

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

    PDSmith said:
    To LycanthropeX,

    Rduda and his partner over at Vanishingpoint design their sets with Poser in mind. Rduda uses hexagon (if I'm right in interpreting the images he has sometimes posted here) and then has them worked over for textures and packaging for Poser.

    ie you won't find a single DUF file inside their set's Runtime folder.

    Now the ships those were converted over with Poser in mind and and not DAZ Studio. (the give away here is the bump map settings are set to almost nothing when Daz Studio reads them. Most of the ships were designed in Lightwave or are in a 3DS format which we all know DAZ Studio (unlike Poser) can't read.

    Hope this helps.

    If anyone wants to jump in and add to this and or correct me, feel free. I'm far from being an expert at anything but putting my foot in my mouth.
    :-)

    -Paul

    A lot of ship models are built with the ship's name built into the mesh. If you want a model where you can change the name to suit your project, game models are a good choice- and they're getting more presentable that they used to be.

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  • rschulterschulte Posts: 489
    edited April 2014

    A lot of ship models are built with the ship's name built into the mesh. If you want a model where you can change the name to suit your project, game models are a good choice- and they're getting more presentable that they used to be.

    Greywolf-starkiller has created a set of modules to create TOS class ships with different registries and names.


    http://greywolf-starkiller.deviantart.com/art/ISS-Enterprise-PP2-and-OBJ-186648254

    http://greywolf-starkiller.deviantart.com/

    Post edited by rschulte on
  • jerriecanjerriecan Posts: 470
    edited December 1969

    I was wondering if I'd be able to pick the brains of the comic book creators...

    I'm working on a comic set in the post-Nemesis Trek universe. I have a handful of pages with plans for more. What I'm curious about it your workflow - how do you get started? How long does it take you to create your comics? Do you do everything yourselves (writing, rendering, layout, post-work), or do you collaborate on pieces of your works? It's very daunting trying to do it all myself, and I'm trying not to get overwhelmed. :(

    Hoping to hear from you on this. :)

    As for what I'm working on... here are the first few pages, still very much a work-in-progress. I hope you like them.

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  • rdudarduda Posts: 579
    edited December 1969

    This is the DS9 crew quarters set with hallway, still need to do all the furnicher.

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  • rdudarduda Posts: 579
    edited December 1969

    Closer up.

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  • rdudarduda Posts: 579
    edited December 1969

    Sorry I can only do one image at a te for some reason.

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  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    mdbruffy said:
    PDSmith said:
    To LycanthropeX,

    Rduda and his partner over at Vanishingpoint design their sets with Poser in mind. Rduda uses hexagon (if I'm right in interpreting the images he has sometimes posted here) and then has them worked over for textures and packaging for Poser.

    ie you won't find a single DUF file inside their set's Runtime folder.

    Now the ships those were converted over with Poser in mind and and not DAZ Studio. (the give away here is the bump map settings are set to almost nothing when Daz Studio reads them. Most of the ships were designed in Lightwave or are in a 3DS format which we all know DAZ Studio (unlike Poser) can't read.

    Hope this helps.

    If anyone wants to jump in and add to this and or correct me, feel free. I'm far from being an expert at anything but putting my foot in my mouth.
    :-)

    -Paul

    A lot of ship models are built with the ship's name built into the mesh. If you want a model where you can change the name to suit your project, game models are a good choice- and they're getting more presentable that they used to be.

    Where does one get game ships? Plus how does one make curve in the ships' name and number? All I got to use is MS Paint for the time being. >_<.</p>

    I'd sooooooo love an Constellation that I could slap my own name and number on to, as well as some Mirandas and or Oberths. :D

  • rdudarduda Posts: 579
    edited December 1969

    Last one for now

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  • TimbalesTimbales Posts: 2,364
    edited December 1969

    Rduda - gorgeous work. Will these be available for purchase soon?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    jerriecan said:
    I was wondering if I'd be able to pick the brains of the comic book creators...

    I'm working on a comic set in the post-Nemesis Trek universe. I have a handful of pages with plans for more. What I'm curious about it your workflow - how do you get started? How long does it take you to create your comics? Do you do everything yourselves (writing, rendering, layout, post-work), or do you collaborate on pieces of your works? It's very daunting trying to do it all myself, and I'm trying not to get overwhelmed. :(

    Hoping to hear from you on this. :)

    As for what I'm working on... here are the first few pages, still very much a work-in-progress. I hope you like them.

    jerriecan, it looks like you're off to a great start! :-)

    With me, when I decided to do Nova Trek, I wrote down all of my ideas first- for every story. Granted, they get expanded and re-written as I get to them, but I know how the basic story's going to go. Once I have the final script, then I go through and make a list of who and what I need- then I track it all down.
    Then I do the page lay-outs- just rough sketches to give ne some idea how many panels on a page and what kind of lay-out I want. Once that's done, then I start the renders. Once I get those done for a given page, I take them into Photoshop- in my case, that's Photoshop Elements 10- and arrange them on the page. Now, some foks use Comic book packages with the pages and the word ballons all right there for you to use.
    I don't. Once I have the panels in place on the page, I call up a new page and type the dialogue out the way I want it to look. Then I take it into a different program and draw the ballons around the dialogue. Once I have that back in Photoshop, it's just a matter of putting the ballons where they belong and adding the sound effects- I use 3D Extreme Text for those. Once it's all assembled, I save the final page as a jpg and a copy for the web. When I have all the pages done, I use the web pages to make the pdf file because they're smaller files than the jpgs.

  • mdbruffymdbruffy Posts: 2,345
    edited April 2014

    mdbruffy said:
    PDSmith said:
    To LycanthropeX,

    Rduda and his partner over at Vanishingpoint design their sets with Poser in mind. Rduda uses hexagon (if I'm right in interpreting the images he has sometimes posted here) and then has them worked over for textures and packaging for Poser.

    ie you won't find a single DUF file inside their set's Runtime folder.

    Now the ships those were converted over with Poser in mind and and not DAZ Studio. (the give away here is the bump map settings are set to almost nothing when Daz Studio reads them. Most of the ships were designed in Lightwave or are in a 3DS format which we all know DAZ Studio (unlike Poser) can't read.

    Hope this helps.

    If anyone wants to jump in and add to this and or correct me, feel free. I'm far from being an expert at anything but putting my foot in my mouth.
    :-)

    -Paul

    A lot of ship models are built with the ship's name built into the mesh. If you want a model where you can change the name to suit your project, game models are a good choice- and they're getting more presentable that they used to be.

    Where does one get game ships? Plus how does one make curve in the ships' name and number? All I got to use is MS Paint for the time being. >_<.</p>

    I'd sooooooo love an Constellation that I could slap my own name and number on to, as well as some Mirandas and or Oberths. :D

    Bridge Commander:

    http://bridgecommander.filefront.com/files/Bridge_Commander/Ships;639

    Battle Clinic:

    http://sfc.battleclinic.com/docks/browse.php

    Now these come in two different formats, so you'll need the programs to convert them:

    NifSkope:

    http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Viewers/NifSkope.shtml

    and MilkShape 3D:

    http://chumbalum.swissquake.ch/ms3d/download.html

    Now with MilkShape, you'll also need the right Plug-in. Number 14 undeer plugins is the one you need for the ST models. If I remeber right, NifSkope is free and you have to buy MilkShape.

    As for making the names and registry, You need Gimp or Photoshop, something with Text creating abilities and layers.

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

    jerriecan said:
    I was wondering if I'd be able to pick the brains of the comic book creators...

    I'm working on a comic set in the post-Nemesis Trek universe. I have a handful of pages with plans for more. What I'm curious about it your workflow - how do you get started? How long does it take you to create your comics? Do you do everything yourselves (writing, rendering, layout, post-work), or do you collaborate on pieces of your works? It's very daunting trying to do it all myself, and I'm trying not to get overwhelmed. :(

    Hoping to hear from you on this. :)

    As for what I'm working on... here are the first few pages, still very much a work-in-progress. I hope you like them.

    Most of my graphic novels are written in MSWord, then I divide up the text into what I think would be perfect per page layout. I start up in Power Point and do my layout in it and then place all my text in text boxes.

    Unlike most I don't pencil in the angle and character poses . I let the image decide what's best for an angle and how the words will fit.

    it can be complicated but as methods work, it works for me.

    word balloons...I use Comic Creator 3. And with the recent update it's perfect for me. (I used it for my last novel)

    As for post TNG stories. I'm starting up a Generation Beyond series (to mesh into my current projects so I don't have to keep writing Post-TNG, This way when people see the icon it's realized things happened after the DS9/Voyager/TNG series...but not too far past.

    No ego here, but everyone is welcome to play in this sandbox. I didn't make it, George did.

    Generation Beyond crest to be released soon. GeorgeHaz is working on a finalized conceptual look.
    comm badge and rank are found : http://www.sharecg.com/v/75628/gallery/11/Poser/GENERATION-BEYOND-Commbadge-and-RankPin-Smartprops
    Uniform textures by me but soon to be released by Shadowhawk1

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  • rdudarduda Posts: 579
    edited December 1969

    DS9 stuff will be available, ah... Soon? I have several bridges and engin rooms in progress too infront. So in time it will be out, can't give dates becouse I'm too scatter brained.

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    Hey all,

    Wanted to let everyone know that I just finished the making the Generation Beyond uniform runtime files. These are set up for Poser but will work in DS as well with a little bit of adjustment of the bump map. There is a Tunic and Miniskirt for V4 and a Tunic and pants for M4. As soon as I can get some promo images made I will post the set and host it on my DA page and any of the Star Trek groups that will host it so be on the look out for it sometime this weekend. Thanks to my brother Paul for the the textures so I could create this set to go with the Genesis set he released earlier.

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    Rduda said:
    DS9 stuff will be available, ah... Soon? I have several bridges and engin rooms in progress too infront. So in time it will be out, can't give dates becouse I'm too scatter brained.

    Just picked up your newest bridge but have been working on making mat files myself so I will use it in the promo image. I love the way it looks and all the extra rooms look really great!

  • robkelkrobkelk Posts: 3,259
    edited December 1969

    Rduda said:
    Sorry I can only do one image at a te for some reason.
    If you click on "Preview Post" after you attach an image, you should get the option to attach a second image, and so on up to five images. Is that not working (again)?
  • rschulterschulte Posts: 489
    edited December 1969

    Hey all,

    Wanted to let everyone know that I just finished the making the Generation Beyond uniform runtime files. These are set up for Poser but will work in DS as well with a little bit of adjustment of the bump map. There is a Tunic and Miniskirt for V4 and a Tunic and pants for M4. As soon as I can get some promo images made I will post the set and host it on my DA page and any of the Star Trek groups that will host it so be on the look out for it sometime this weekend. Thanks to my brother Paul for the the textures so I could create this set to go with the Genesis set he released earlier.

    Great news...looking forward to this.

  • GRFK DSGN UnlimitedGRFK DSGN Unlimited Posts: 1,100
    edited December 1969

    My comic, The Final Frontier, finally went live over at Comixology.com. If any one wants the link please PM and I will send it. I'd post it here but I think I'm not allowed to post commercial links. Could be wrong...

    David

  • rdudarduda Posts: 579
    edited December 1969

    The next set, this will take some time...

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  • TimbalesTimbales Posts: 2,364
    edited December 1969

    Rduda said:
    The next set, this will take some time...

    sweet

    let me know if you need help with making textures for the console displays

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I need a new "Beta- reader". Someone who can give me a quick turn-around. If you're intrested, PM me.

  • GeorgehazeGeorgehaze Posts: 177
    edited December 1969

    Coming soon....

    The "Generation Beyond" Tricorder for V4/M4

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  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    Here is a texture add on for the the V4 courageous and the M4 Valiant sets that are meant to be a companion piece for the set done by my brother Paul for the Genesis Defiant set. You can download this set on my DA site http://fav.me/d7epx9j These suits were designed for a time after Star Trek Nemesis and to coincide with the David Mack Destiny series of books about the federation and their fight with the Typhon pact. There is also a comm badge set made by George Haze and listed here in the freebies or can be found at ShareCG.

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  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Coming soon....

    The "Generation Beyond" Tricorder for V4/M4

    Question: What if you need to do a discreet info search or scan? Those screens would seem to stand out.

  • PDSmithPDSmith Posts: 712
    edited December 1969

    Generation Beyond Logo.

    This logo is first in PNG and the second one is in GIF format so the back grounds are transparent and can be overlayed to your images.

    So... why did George, Roy and I start this Generation Beyond concept?

    To use George's quote: "using this as a branding point would easily help the community in explaining the "some vaguely-defined time period after the ST:TNG/VOY/DS9 era that may or may not be in the same timeline but could be an alternate future timeline" - era.

    Certainly easier to write or show with the icon.

    Click for the larger 1000x1000 image. Right click and save as.

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  • nightwolf1982nightwolf1982 Posts: 1,169
    edited December 1969

    Has anyone converted Kevin Riley's Phobos to Poser? I really like this ship, and would like to be able to use it.

  • scathascatha Posts: 756
    edited April 2014

    Rduda said:
    The next set, this will take some time...

    DS9 Ops... nice! Great stuff, Rick. :)

    For the Generation Beyond crew, love the concept and will get into that when my new comp is running. Have to wait till then as I need to replace the entire unit...

    Seems to me we're going to need some ships to go with the new concept, so I might just start there and do some preliminary sketching.

    Post edited by scatha on
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