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

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Comments

  • NVent3dNVent3d Posts: 113
    edited December 1969

    New Character presets for genesis 2 male. includes poser support files....free!

    http://www.vanishingpoint.biz/freeitemdetail.asp?FreeItemID=710

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  • rschulterschulte Posts: 489
    edited December 1969

    jrvilmur said:
    Hello Trek people, long time no see.
    I have been releasing a few outfits for Genesis 2 lately but someone asked if i could do M4 and V4 clothing.
    I have decided to try and learn. for my first trick I am shooting for a Pike era uniform for M4.
    The clothing has no textures at this point, just shaders. the major trick will be learning to make it poser compatible. I will release it as a freebie once i get it all figured out.

    For some reason, my post here got lost.....

    Regarding your's, I think that's great that you're going to try and do some clothing for Poser, looking forward to see what you do. As a result of your efforts to do a Pike era uniform, here's some of my research inaddition to what I what I already posted in earlier threads.

    I'll too also put in my request for a Klingon uniforms for M4 (TNG era)...

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  • patience55patience55 Posts: 7,006
    edited December 1969

    jrvilmur said:
    New Character presets for genesis 2 male. includes poser support files....free!

    http://www.vanishingpoint.biz/freeitemdetail.asp?FreeItemID=710

    Thank you but you need to check the download files ... they appear to be calling for textures etc, but the morphs being called for are not included in the download file.

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  • NVent3dNVent3d Posts: 113
    edited December 1969

    I am having issues postin. patience you are correct my data file was left out. this will be fixed soon.

  • patience55patience55 Posts: 7,006
    edited December 1969

    jrvilmur said:
    I am having issues postin. patience you are correct my data file was left out. this will be fixed soon.

    Thank you :-)

    [hit Enter 2 or 3 times, usually works then]

  • NVent3dNVent3d Posts: 113
    edited December 1969

    I am having to log out and back in each time....
    and even then it only works every once and again. so before i hit post i am copying the message to my clipboard

    It shouldn't be calling for textures at all though, just morphs. i referenced no materials when saving the character out.

    Patience while i have you here, i am going to try to make a few outfits for m4... is there an easy way to make them poser compatible? or do i do it with the dson support files?

    if you have any idea that would be tres bon.

  • NVent3dNVent3d Posts: 113
    edited December 1969

    rschulte


    Hopefully this goes through. as i am having trouble posting
    thanks for the images. but yeah i will tackle the klingon outfit for m4, and maybe genesis 2

  • bwaomegabwaomega Posts: 220
    edited December 1969

    jrvilmur, the principle issue you are probably having is that SHADERS are render engine specific, and Poser and Studio do not use the same render engine (or even related render engines), unless both are using the Reality plug-in. Texture maps, on the other hand, are geometry specific, and translate from one program to the other easily, as long as you don't use anything but the most basic settings. The other problem is that the last I checked, Studio was still using encoded files as output, where Poser's .pz2 is a simple text file. So going from Poser to Studio (which can read a basic .pz2) is easy, while the reverse is not. Probably the best way is to set up the texture file, and hand it to a Poser user to create the .pz2 or .mt file.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    jrvilmur said:
    It shouldn't be calling for textures at all though, just morphs. i referenced no materials when saving the character out.

    Are you sure "saving the character out" is exactly what you're doing? Because a "character preset" by definition includes both morph settings and texture/materials settings — they're not used when you reload the preset, but they exist in the file (even if you disable that option when you create the preset).

    If you really want to save a morphs-only file, save it as a "shaping preset" instead. The only glitch with this method is that it will not automatically load a figure; unlike the character preset, you must load a blank Genesis figure yourself then apply the shaping preset.

  • patience55patience55 Posts: 7,006
    edited December 1969

    -- or just supply the morph data files and everybody can make their own presets ;-)

  • patience55patience55 Posts: 7,006
    edited December 1969

    jrvilmur said:

    I am having to log out and back in each time....
    and even then it only works every once and again. so before i hit post i am copying the message to my clipboard

    It shouldn't be calling for textures at all though, just morphs. i referenced no materials when saving the character out.

    Patience while i have you here, i am going to try to make a few outfits for m4... is there an easy way to make them poser compatible? or do i do it with the dson support files?

    if you have any idea that would be tres bon.

    Legacy clothing is not easy by defn lol ... if making stuff using Hexagon ... make the shading domains to match the bones as precisely as possible. Do NOT group them in Hexagon. D/S4 doesn't weld parts like 3 did.

    If making via D/S as triax outfits then yes one would need to use the Poser support files of which I know nothing.

    We've discovered that yes we can make .cr2 clothing using D/S4 but the workflow is somewhat different ... and a tad time consuming with creating and renaming sections. Then after one group is done, one would want to redo the shading domains but this would "have to" also be done using D/S.

    At the moment I'm working on a tutorial for legacy rigging of a humanoid figure [MR puppet actually]. If we can get a decent workflow achieved ... then the method can be used which would make for files compatible in both programs [like before we hope].

  • NVent3dNVent3d Posts: 113
    edited December 1969

    bwaomega said:
    jrvilmur, the principle issue you are probably having is that SHADERS are render engine specific, and Poser and Studio do not use the same render engine (or even related render engines), unless both are using the Reality plug-in. Texture maps, on the other hand, are geometry specific, and translate from one program to the other easily, as long as you don't use anything but the most basic settings. The other problem is that the last I checked, Studio was still using encoded files as output, where Poser's .pz2 is a simple text file. So going from Poser to Studio (which can read a basic .pz2) is easy, while the reverse is not. Probably the best way is to set up the texture file, and hand it to a Poser user to create the .pz2 or .mt file.

    no on my tng style uniforms i left notes that poser users will need to alter material settings.

    as far as the m4 flothing i am using 4.5 DS and was hoping to find a universal way to easily create for DS ... but alas there is no easy way

  • NVent3dNVent3d Posts: 113
    edited December 1969

    jrvilmur said:
    It shouldn't be calling for textures at all though, just morphs. i referenced no materials when saving the character out.

    Are you sure "saving the character out" is exactly what you're doing? Because a "character preset" by definition includes both morph settings and texture/materials settings — they're not used when you reload the preset, but they exist in the file (even if you disable that option when you create the preset).

    If you really want to save a morphs-only file, save it as a "shaping preset" instead. The only glitch with this method is that it will not automatically load a figure; unlike the character preset, you must load a blank Genesis figure yourself then apply the shaping preset.

    the reason i saved it out as a character is to create poser support files. it was the only way i could see to do that. when you save the character you can tell it to not save the texture maps.

  • NVent3dNVent3d Posts: 113
    edited December 1969

    -- or just supply the morph data files and everybody can make their own presets ;-)

    thats what i did with the genesis 1 characters, problem was poser users couldn't use them. this way (at least when i package things properly)
    daz users can do it either way, and poser users still have the character presets.

  • NVent3dNVent3d Posts: 113
    edited December 1969
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  • fixmypcmikefixmypcmike Posts: 19,613
    edited December 1969

    bwaomega said:
    The other problem is that the last I checked, Studio was still using encoded files as output.

    Not since August 16, 2012.

  • patience55patience55 Posts: 7,006
    edited December 1969

    jrvilmur said:
    -- or just supply the morph data files and everybody can make their own presets ;-)

    thats what i did with the genesis 1 characters, problem was poser users couldn't use them. this way (at least when i package things properly)
    daz users can do it either way, and poser users still have the character presets.

    Thank you :-)

    After decoding the ears to find the correct a folder name and editing it to reflect reality ... and also removing the reference in the .duf file to the .com ... it works!


    I was not aware that Poser users couldn't use "just morphs" ... sigh.

    For clothing ... noting that A3 is a little trickier for modeling things than the 4th generation due to age, I do have some notes and a tutorial available which I made for those wanting the .pdf collection of pictures found here.
    Also note my added comment re Shading Domains in the same thread found here.
    End result should be an .obj that when brought into the D/S4 figure set up has "bones" [i.e. named exactly the same as M4's] plus a set of sensible names for the clothing's Shading Domains for the Surface Tab.
    While some of us are just finding out this stuff now, others claim to already know all this ... sure wish they had shared their knowledge lol ... oh well ... I shall make book for me.

  • bwaomegabwaomega Posts: 220
    edited December 1969

    bwaomega said:
    The other problem is that the last I checked, Studio was still using encoded files as output.

    Not since August 16, 2012.

    Can YOU open a .duf file in a text editor and understand what it says? Because I can't. Whereas I can do so with a .pz2 or .mt6.

  • fixmypcmikefixmypcmike Posts: 19,613
    edited December 1969

    bwaomega said:
    bwaomega said:
    The other problem is that the last I checked, Studio was still using encoded files as output.

    Not since August 16, 2012.

    Can YOU open a .duf file in a text editor and understand what it says? Because I can't. Whereas I can do so with a .pz2 or .mt6.

    It's just zipped. Unzip it with whatever you use to open zip files, or use the "Batch Uncompress" option in DS.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    bwaomega said:
    Can YOU open a .duf file in a text editor and understand what it says? Because I can't. Whereas I can do so with a .pz2 or .mt6.

    It's just zipped. Unzip it with whatever you use to open zip files, or use the "Batch Uncompress" option in DS.
    There really needs to be a "set default yes or no" global switch for that "save compressed" tickbox, I keep forgetting to click on it.

    One further complication; before the .duf format came in, I was easily able to decipher and edit the D|S script format for materials and morphs settings — there was a batch of boilerplate code at the top, then clear statements of which parameters were being given what settings. In the new .duf scripts everything is so different, I haven't yet been able to make out more than the occasional piece of sense out of any of it.

  • rschulterschulte Posts: 489
    edited August 2014

    My first attempt to create the Star Trek Online Sierra1 uniform ended up being my STO and STO3 sets, close but not quite... Here are my latest attempt....and the new color swathes...

    TNG colors
    Dk Gold or Gold - Engineering, Security
    Bright Red or Red - Command, Operations
    Blue - Sciences
    Teal - Medical
    Green - Captain Variant, Shuttle/fighter pilot
    White - Medical variant, Flag officer
    Team - Medical
    Olive - Marine
    Black - Section 31

    All texture files are PNG top make them easier to use and update.

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    Post edited by rschulte on
  • rschulterschulte Posts: 489
    edited December 1969

    more...

    This is what I have now, looking to improve the bump on the uniforms, the shine is about right....

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  • patience55patience55 Posts: 7,006
    edited December 1969

    Decided it was time to try this bridge again ;-)

    Think I'll have to do some more mesh work on unseen areas 'cause can't find a way to select them and make into a shading domain using D/S. So it won't be for breaking apart!!! Am thinking to rig this so the seat can swivel ... do the seats swivel separate from the base or were these always as a unit?

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  • NVent3dNVent3d Posts: 113
    edited December 1969

    I have a few G2 Uniforms to finish before i can tackle the generation 4 stuff. of the trek stuff i have in the works:

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  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    Decided it was time to try this bridge again ;-)

    Think I'll have to do some more mesh work on unseen areas 'cause can't find a way to select them and make into a shading domain using D/S. So it won't be for breaking apart!!! Am thinking to rig this so the seat can swivel ... do the seats swivel separate from the base or were these always as a unit?

    Looking good so far! Will this be usable in Poser or just a DS only item?

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    rschulte said:
    My first attempt to create the Star Trek Online Sierra1 uniform ended up being my STO and STO3 sets, close but not quite... Here are my latest attempt....and the new color swathes...

    TNG colors
    Dk Gold or Gold - Engineering, Security
    Bright Red or Red - Command, Operations
    Blue - Sciences
    Teal - Medical
    Green - Captain Variant, Shuttle/fighter pilot
    White - Medical variant, Flag officer
    Team - Medical
    Olive - Marine
    Black - Section 31

    All texture files are PNG top make them easier to use and update.

    Love the maps on this one Russ! Great looking set can't wait to play with it.

  • rschulterschulte Posts: 489
    edited December 1969

    rschulte said:
    My first attempt to create the Star Trek Online Sierra1 uniform ended up being my STO and STO3 sets, close but not quite... Here are my latest attempt....and the new color swathes...

    TNG colors
    Dk Gold or Gold - Engineering, Security
    Bright Red or Red - Command, Operations
    Blue - Sciences
    Teal - Medical
    Green - Captain Variant, Shuttle/fighter pilot
    White - Medical variant, Flag officer
    Team - Medical
    Olive - Marine
    Black - Section 31

    All texture files are PNG top make them easier to use and update.

    Love the maps on this one Russ! Great looking set can't wait to play with it.

    Thanks! The above "Sierra1" uniform is my favorite Star Trek Online game design.... I will also try and do the Antarres1 and Odyssey1.

  • patience55patience55 Posts: 7,006
    edited December 1969

    jrvilmur said:
    I have a few G2 Uniforms to finish before i can tackle the generation 4 stuff. of the trek stuff i have in the works:

    Looking good :-)

  • patience55patience55 Posts: 7,006
    edited December 1969

    Centre Seat is done ... got it working so one can swivel and/or move each section as they please.

    .cr2 file ... SHOULD work in Poser, but you know Poser ... pulled a funny and you'll have to render it to see it all. If I flip normals, then the other half doesn't show until rendered. Sure would be nice if "all" 3D programs [modelers, stages, everything ... all read stuff the same way].

    The .cr2 loads fine in Carrara and of course in D/S4.6 in which it was created.
    And I also made a DS .duf file ... my first triax prop figure :-)

    Next part ... possibly the floor to put it on ;-)

    The Carrara render is a default light one.
    The one of the two is showing both the .cr2 and the .duf figure files loaded in D/S4.6

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  • rschulterschulte Posts: 489
    edited December 1969

    This is a render of the Odyssey duty uniform from Star Trek Online MMORPG... They had made the Odyssey the "stardard uniform" for Star Fleet, although players can choose their own and crew's uniform... The Odyssey has the rank pins on the right collar, my STO rankpins are positioned accordingly.

    As you can see I still have a lot of work to get the stripe to go around the shoulder correctly.... It's a bit of a bear.

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