Star Trek Builders Unite 6: The Undiscovered Thread

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  • patience55patience55 Posts: 7,006
    edited December 2014

    More Ships!!!! TrekkieGal has been busy converting some :-)

    NX-01 Enterprise for DAZ 4.7
    NX-01 Refit for DAZ 4.7
    Intrepid for DAZ 4.7
    NX-02 NX-12 for DAZ 4.7

    Post edited by patience55 on
  • crownlioncrownlion Posts: 117
    edited December 1969

    thanks TrekkieGal

    nxo1.jpg
    1483 x 1038 - 298K
  • crownlioncrownlion Posts: 117
    edited December 1969

    just another quick render with TrekkieGal conversions

    intrepid.jpg
    1483 x 1038 - 246K
  • patience55patience55 Posts: 7,006
    edited January 2015

    "Cookie Cutters 02" ... D/S prop files only at this time.

    link retired - working on something to lessen polycount if can

    Post edited by patience55 on
  • scathascatha Posts: 756
    edited December 2014

    Nice, thanks Cath.

    and tnx for the conversions, Trekkie

    Post edited by scatha on
  • patience55patience55 Posts: 7,006
    edited January 2015

    Thanks. And here's the next batch. These are not all sized for anything in particular, and one went goofy for some reason with the bounding box, but anyhow, price is right :-)

    Cookie Cutters 3

    link retired - working on something to lessen polycount if can

    Post edited by patience55 on
  • TheCastellanTheCastellan Posts: 710
    edited December 1969

    More Ships!!!! TrekkieGal has been busy converting some :-)

    NX-01 Enterprise for DAZ 4.7
    NX-01 Refit for DAZ 4.7
    Intrepid for DAZ 4.7
    NX-02 NX-12 for DAZ 4.7


    Soooo...they won't work in Daz3? o.o

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969


    Soooo...they won't work in Daz3? o.o

    Give them a try and find out!

  • fixmypcmikefixmypcmike Posts: 19,613
    edited December 1969


    Soooo...they won't work in Daz3? o.o

    No, they require at least 4.5

  • jaguarry3jaguarry3 Posts: 230
    edited December 1969

    Well worth persevering with. I don't use Daz just Poser so I loaded the .obj file and applied the textures manually then saved them as a poser file. Took a wee while but worth every minute

    NX_trio.jpg
    1953 x 1000 - 976K
  • patience55patience55 Posts: 7,006
    edited December 1969


    Soooo...they won't work in Daz3? o.o

    No, they require at least 4.5

    Actually they should work in any 3D staging program in that the geometry is included ;-)
    Runtime > Geometries folder ....
    I haven't loaded any yet to check but it should simply be a matter to import the .obj file, apply the desired colours etc and save the file in your program of choice.
    [side note to be sure to apply textures from Runtime > Textures > whichever subfolder applies ...]

  • Night-ForagerNight-Forager Posts: 128
    edited December 1969

    I tried a new rendering technique tonight, using four passes instead of using just one or two. Next time I'll probably be doing four or more on each ship...

    Maquis-Engagement.jpg
    2000 x 1125 - 249K
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2014

    I tried a new rendering technique tonight, using four passes instead of using just one or two. Next time I'll probably be doing four or more on each ship...

    I admit I have yet to have morning coffee. "Passes"? What render engine are you referring to, or are you talking about a render for each light, and merging the layers (Passes) with post-processing (Gimp/PhotoShop/Other)?

    I like the phaser beam by the way, nice work.

    Post edited by ZarconDeeGrissom on
  • Night-ForagerNight-Forager Posts: 128
    edited December 1969

    I tried a new rendering technique tonight, using four passes instead of using just one or two. Next time I'll probably be doing four or more on each ship...

    I admit I have yet to have morning coffee. "Passes"? What render engine are you referring to, or are you talking about a render for each light, and merging the layers (Passes) with post-processing (Gimp/PhotoShop/Other)?

    I like the phaser beam by the way, nice work.

    I'm using the default DAZ engine (3Delight); as for passes, I did a diffuse (no light), two passes with no textures on the models (one for the main light, and one for the phaser array), and an ambient pass (to get the window and engine lights); and imported them as layers in Photoshop.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    OK, thanks for the definition. wasn't sure if there was a render setting I didn't know of or not, lol.

    That seams like an incredible amount of work (forget about the costs), the results do look good. It just seams like doing a single pass for all lights would take less time then multiple renders (IF the lights could be set up to work as you want without Post-processing, lol).

    In any case, nice render. thanks.

  • MattymanxMattymanx Posts: 6,956
    edited December 1969

    what does the scene look like as a single pass?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2014

    Mattymanx said:
    what does the scene look like as a single pass?
    I didn't intend to open a can of worms, sorry. Probably not as good, as setting up the lights to complement each other is incredibly difficult.

    I've spent days doing that for a 'Shot', then do a spot render from a different angle, and it just looks incredibly better then what I was trying to go for.

    Soft-boxes, tend to washout details of textures, and key-lights tend to make shadows harsh looking, to name one of the many things to try to balance. "O" and 3delight will NOT allow a surface to reflect light to illuminate another, so that needs to be 'Faked'.

    UE2orNot_Composit02001.jpg
    1800 x 1024 - 640K
    Post edited by ZarconDeeGrissom on
  • Night-ForagerNight-Forager Posts: 128
    edited December 1969

    Mattymanx said:
    what does the scene look like as a single pass?

    Here it is as a single pass:
    Maq-eng-std.jpg
    2000 x 1125 - 1M
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969
    Page_00.jpg
    900 x 1180 - 154K
  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:

    :-) thank you.

    ......................

    Have taken a look at one of TrekkieGal's "conversions", even though it's in a D/S prop folder, just a HU that it is not exactly a prop, but a scene file. So yes one does need the geometry so the scene can load. Right-click and merge if you don't want it wiping out a scene lol ...

    Once loaded, and whatever texture tweaking is desired is done, one can File > Save As, a figure/prop support asset to whichever D/S Library folder [i.e. Props > subfolder ....] so desired. If/when making share of D/S prop files that are indeed D/S prop files, one needs to include the geometry information found in the "data" folder. To find that for files one has created, it helps not to encrypt them.

    Any conversions from Max files are not perfect, but the quad .obj files are much appreciated :-) Those I can work with, ty TrekkieGal.

    .......................

    Happy New Year Everybody!

  • mdbruffymdbruffy Posts: 2,345
    edited December 2014

    :-) thank you.

    ......................

    Have taken a look at one of TrekkieGal's "conversions", even though it's in a D/S prop folder, just a HU that it is not exactly a prop, but a scene file. So yes one does need the geometry so the scene can load. Right-click and merge if you don't want it wiping out a scene lol ...

    Once loaded, and whatever texture tweaking is desired is done, one can File > Save As, a figure/prop support asset to whichever D/S Library folder [i.e. Props > subfolder ....] so desired. If/when making share of D/S prop files that are indeed D/S prop files, one needs to include the geometry information found in the "data" folder. To find that for files one has created, it helps not to encrypt them.

    Any conversions from Max files are not perfect, but the quad .obj files are much appreciated :-) Those I can work with, ty TrekkieGal.

    .......................

    Happy New Year Everybody!

    You're welcome.

    Post edited by mdbruffy on
  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:

    :-) thank you.

    ......................

    Have taken a look at one of TrekkieGal's "conversions", even though it's in a D/S prop folder, just a HU that it is not exactly a prop, but a scene file. So yes one does need the geometry so the scene can load. Right-click and merge if you don't want it wiping out a scene lol ...

    Once loaded, and whatever texture tweaking is desired is done, one can File > Save As, a figure/prop support asset to whichever D/S Library folder [i.e. Props > subfolder ....] so desired. If/when making share of D/S prop files that are indeed D/S prop files, one needs to include the geometry information found in the "data" folder. To find that for files one has created, it helps not to encrypt them.

    Any conversions from Max files are not perfect, but the quad .obj files are much appreciated :-) Those I can work with, ty TrekkieGal.

    .......................

    Happy New Year Everybody!

    You're welcome.

    Link is posted, it was re-directing, so posted this link: http://mdbruffy.deviantart.com/art/NT-Book-11-On-the-Homefront-503838811

    Maybe it's my eyes but I don't see the difference, have noticed from time to time when trying to download at DA, the download link redirects to another page, then one tries again and it works. ? why but hay ...

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:

    :-) thank you.

    ......................

    Have taken a look at one of TrekkieGal's "conversions", even though it's in a D/S prop folder, just a HU that it is not exactly a prop, but a scene file. So yes one does need the geometry so the scene can load. Right-click and merge if you don't want it wiping out a scene lol ...

    Once loaded, and whatever texture tweaking is desired is done, one can File > Save As, a figure/prop support asset to whichever D/S Library folder [i.e. Props > subfolder ....] so desired. If/when making share of D/S prop files that are indeed D/S prop files, one needs to include the geometry information found in the "data" folder. To find that for files one has created, it helps not to encrypt them.

    Any conversions from Max files are not perfect, but the quad .obj files are much appreciated :-) Those I can work with, ty TrekkieGal.

    .......................

    Happy New Year Everybody!

    You're welcome.

    Link is posted, it was re-directing, so posted this link: http://mdbruffy.deviantart.com/art/NT-Book-11-On-the-Homefront-503838811

    Maybe it's my eyes but I don't see the difference, have noticed from time to time when trying to download at DA, the download link redirects to another page, then one tries again and it works. ? why but hay ...

    Whatever needs to be done to make it work. :-)

  • patience55patience55 Posts: 7,006
    edited December 1969

    gruaro has uploaded a ship :-)

    Klingon K'tinga class spaceship

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    gruaro has uploaded a ship :-)

    Klingon K'tinga class spaceship

    Thank you. Grabbed it. But don't know if I need another one now.

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    gruaro has uploaded a ship :-)

    Klingon K'tinga class spaceship

    Thank you. Grabbed it. But don't know if I need another one now.

    I don't know for me either, but love collecting stuff lol ...

    I have made an updated red alert box which is slanted. Never did find where the straight one went that was shown flashing when everybody was on the bridge. In the transporter room there are indeed 2 slanted boxes, however at least one of them does not flash red, it flashes a shade of yellow sometimes when the transporter is working.
    Both editions are packaged together and can be found here; DA Link

    alert_lights.jpg
    2000 x 2000 - 219K
  • patience55patience55 Posts: 7,006
    edited December 1969

    Made a couple of items, nothing super special but if needing/wanting one, help yourself ;-)
    D/S prop files AND .obj files.

    This is my gallery 3D model folder atm: http://patience55anotherone.deviantart.com/gallery/52305574/3D-models

    Holding_Beam.jpg
    1000 x 1000 - 120K
    Transporter_Light.jpg
    2000 x 2000 - 283K
  • Night-ForagerNight-Forager Posts: 128
    edited January 2015

    After playing around with various textures, I've come up with a combination for the Gorn that I'm happy with (until I start making them from scratch).

    Gorn_Commander_on_Deck_1.jpg
    2000 x 1125 - 1M
    Post edited by Night-Forager on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Various underground research facilities have tables ;-)

    So I made a table. Used M3 for size reference.

    Table.jpg
    1000 x 1000 - 82K
  • WakakanadaWakakanada Posts: 208
    edited December 1969

    I was wondering where an appropriate place to post Star Trek themed renders that DO NOT relate to the creation/building of objects/models. I think this is an amazing thread filled with very talented people, and have found models of many great ships and such through it. But it doesn't really appear to be appropriate to post renders of other Star Trek themed images, so I was wondering if there is one on the Daz forums, and if not, is there any particular place that people think stands out above the others in terms of community?

This discussion has been closed.