Star Trek Builders Unite 6: The Undiscovered Thread

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Comments

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    ashe5k said:
    Thanks for the TNG lift mdbruffy. Very cool.

    Anyone else having issues downloading from Deviantart? It's loading pages pretty slowly too.

    You're welcome. I wasn't aware of any download problems.

  • rschulterschulte Posts: 489
    edited December 1969

    rschulte said:
    Here are the images for the latest.... DS9, Voyager and The TNG Films....

    They all share the same uniform design, although there are slight deviations..... For M4 and V4 bodysuits.... can be posted soon.

    Star Trek Online #10c for M4 Bodysuit:
    http://www.sharecg.com/v/80404/browse/11/Poser/Star-Trek-Online-10c-for-M4-Bodysuit

    Star Trek Online #10c for V4 Bodysuit:
    http://www.sharecg.com/v/80405/browse/11/Poser/Star-Trek-Online-10c-for-V4-Bodysuit

    posted...

  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    Thank You

  • AshleyTingerAshleyTinger Posts: 498
    edited December 1969

    mdbruffy said:
    ashe5k said:
    Thanks for the TNG lift mdbruffy. Very cool.

    Anyone else having issues downloading from Deviantart? It's loading pages pretty slowly too.

    You're welcome. I wasn't aware of any download problems.

    Speed is getting better. Might just be on my end.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    ashe5k said:
    mdbruffy said:
    ashe5k said:
    Thanks for the TNG lift mdbruffy. Very cool.

    Anyone else having issues downloading from Deviantart? It's loading pages pretty slowly too.

    You're welcome. I wasn't aware of any download problems.

    Speed is getting better. Might just be on my end.

    Okay.

  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    Didn't have any problems there working faster than here

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Didn't have any problems there working faster than here

    I've found with some sites, it literally depends on the time of day and the amount of traffic the site's getting. Access turns out to be easier at certain times than at others.

  • PDSmithPDSmith Posts: 712
    edited December 1969

    Just to show I haven't completely abandon ship.

    Finally managed to get a V4 character converted up to G2F and as a celebration threw this render together to show the future planned outfit for my Mirror Universe Saga.

    "Destroy that ship!" A quote from a future novel as well.

    MU pin is by Shadowhawkone/ Fisty / and myself and can be downloaded for free at Shadowhawkone's DA account.
    the rank pin (on the neck) is by GeorgeHaz and can be downloaded at sharecg.

    -Paul

    Destroy_that_Ship.jpg
    1527 x 2000 - 1M
  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    mdbruffy said:
    Didn't have any problems there working faster than here

    I've found with some sites, it literally depends on the time of day and the amount of traffic the site's getting. Access turns out to be easier at certain times than at others.

    Same here also for me depends on how well Time Warner's behaving

  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    PDSmith said:
    Just to show I haven't completely abandon ship.

    Finally managed to get a V4 character converted up to G2F and as a celebration threw this render together to show the future planned outfit for my Mirror Universe Saga.

    "Destroy that ship!" A quote from a future novel as well.

    MU pin is by Shadowhawkone/ Fisty / and myself and can be downloaded for free at Shadowhawkone's DA account.
    the rank pin (on the neck) is by GeorgeHaz and can be downloaded at sharecg.

    -Paul

    Nice Pic
    Think someone really pi$$ed her off

  • PDSmithPDSmith Posts: 712
    edited December 1969

    PDSmith said:
    Just to show I haven't completely abandon ship.

    Finally managed to get a V4 character converted up to G2F and as a celebration threw this render together to show the future planned outfit for my Mirror Universe Saga.

    "Destroy that ship!" A quote from a future novel as well.

    MU pin is by Shadowhawkone/ Fisty / and myself and can be downloaded for free at Shadowhawkone's DA account.
    the rank pin (on the neck) is by GeorgeHaz and can be downloaded at sharecg.

    -Paul

    Nice Pic
    Think someone really pi$$ed her off

    Thank you. Seems' to be a common thing for the Mirror Universe. Always mad, Always ticked off.
    I think they just need a hug and a warm cup of hot chocolate with teddy bear 'marsh-melons'.

  • scathascatha Posts: 756
    edited December 1969

    lol, or a few glasses of romulan ale. ;)

    Nice work, Paul.

  • scathascatha Posts: 756
    edited December 1969

    mdbruffy said:
    scatha said:
    Problem there is that I do not use poser, madison.

    Obj files are included- I always include objs for Non-Poser folks.

    Aye, I know mate and it's much appreciated.

  • wancowwancow Posts: 2,708
    edited December 1969

    mdbruffy said:
    scatha said:
    Booleans to my knowledge require a lot of cleanup...

    Wouldn't it be easier to use texture naps? Then you can put windows wherever you want- as many as you want- and you can use the texture maps to make your light maps- at least in Poser.

    I like the control it offers me. the way I do it, you can zoom in very close and even insert an interior...

    So far as cleanup, there's no reason for my models to be subdivided in DS, so I'm not at all concerned with that. They're hard surfaces so fillet or chamfer on sharp edges suffices IMHO.

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    scatha said:
    mdbruffy said:
    scatha said:
    Problem there is that I do not use poser, madison.

    Obj files are included- I always include objs for Non-Poser folks.

    Aye, I know mate and it's much appreciated.

    Okay. :-)

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    wancow said:
    mdbruffy said:
    scatha said:
    Booleans to my knowledge require a lot of cleanup...

    Wouldn't it be easier to use texture naps? Then you can put windows wherever you want- as many as you want- and you can use the texture maps to make your light maps- at least in Poser.

    I like the control it offers me. the way I do it, you can zoom in very close and even insert an interior...

    So far as cleanup, there's no reason for my models to be subdivided in DS, so I'm not at all concerned with that. They're hard surfaces so fillet or chamfer on sharp edges suffices IMHO.

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

    I see.

  • patience55patience55 Posts: 7,006
    edited December 1969

    wancow said:
    mdbruffy said:
    scatha said:
    Booleans to my knowledge require a lot of cleanup...

    Wouldn't it be easier to use texture naps? Then you can put windows wherever you want- as many as you want- and you can use the texture maps to make your light maps- at least in Poser.

    I like the control it offers me. the way I do it, you can zoom in very close and even insert an interior...

    So far as cleanup, there's no reason for my models to be subdivided in DS, so I'm not at all concerned with that. They're hard surfaces so fillet or chamfer on sharp edges suffices IMHO.

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

    It's that D/S doesn't handle booleans very well ... esp. those created in Hexagon. There are some steps that can be used to fix how booleans are created in Hexagon but generally speaking, for booleans => NO.

    Using texture maps for windows can work EXCEPT now in D/S4.8+, apparently with the new Iray renderer one will have some problems as light doesn't go through them.

    It's a bit of work but my preferred method for making windows is to model them into the mesh. As long as the lines are there, one can select the face normals and "copy/paste/delete" to create removable windows. The glass itself normally needs a few extra tessellations to help keep the shape exact. Both Poser and D/S will add some smoothing to objects. While I definitely appreciate it that .obj files are included for items created in Sketchup, Blender, etc. they invariable need a fair bit of work to hold their shapes in D/S. It is not the people creating stuff, it is how the programs read each others codings or something like that. Some work in "layers" and Hexagon does not.
    And then the staging programs [Poser or D/S or Carrara] each read all those files again differently. For eg. Poser loaded the .pz3 file with no issues. D/S, keeping this short, has some issues. Which is why I re-make things.

  • mdbruffymdbruffy Posts: 2,345
    edited April 2015

    wancow said:
    mdbruffy said:
    scatha said:
    Booleans to my knowledge require a lot of cleanup...

    Wouldn't it be easier to use texture naps? Then you can put windows wherever you want- as many as you want- and you can use the texture maps to make your light maps- at least in Poser.

    I like the control it offers me. the way I do it, you can zoom in very close and even insert an interior...

    So far as cleanup, there's no reason for my models to be subdivided in DS, so I'm not at all concerned with that. They're hard surfaces so fillet or chamfer on sharp edges suffices IMHO.

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

    It's that D/S doesn't handle booleans very well ... esp. those created in Hexagon. There are some steps that can be used to fix how booleans are created in Hexagon but generally speaking, for booleans => NO.

    Using texture maps for windows can work EXCEPT now in D/S4.8+, apparently with the new Iray renderer one will have some problems as light doesn't go through them.

    It's a bit of work but my preferred method for making windows is to model them into the mesh. As long as the lines are there, one can select the face normals and "copy/paste/delete" to create removable windows. The glass itself normally needs a few extra tessellations to help keep the shape exact. Both Poser and D/S will add some smoothing to objects. While I definitely appreciate it that .obj files are included for items created in Sketchup, Blender, etc. they invariable need a fair bit of work to hold their shapes in D/S. It is not the people creating stuff, it is how the programs read each others codings or something like that. Some work in "layers" and Hexagon does not.
    And then the staging programs [Poser or D/S or Carrara] each read all those files again differently. For eg. Poser loaded the .pz3 file with no issues. D/S, keeping this short, has some issues. Which is why I re-make things.

    This is why I don't release the objs that Sketch-up creates. When I import a sketch-up obj into poser, I usually have to change it's orientation anyway and re-export it. It's that new obj that I release with my models.

    Post edited by mdbruffy on
  • patience55patience55 Posts: 7,006
    edited April 2015

    mdbruffy said:
    wancow said:
    mdbruffy said:
    scatha said:
    Booleans to my knowledge require a lot of cleanup...

    Wouldn't it be easier to use texture naps? Then you can put windows wherever you want- as many as you want- and you can use the texture maps to make your light maps- at least in Poser.

    I like the control it offers me. the way I do it, you can zoom in very close and even insert an interior...

    So far as cleanup, there's no reason for my models to be subdivided in DS, so I'm not at all concerned with that. They're hard surfaces so fillet or chamfer on sharp edges suffices IMHO.

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

    It's that D/S doesn't handle booleans very well ... esp. those created in Hexagon. There are some steps that can be used to fix how booleans are created in Hexagon but generally speaking, for booleans => NO.

    Using texture maps for windows can work EXCEPT now in D/S4.8+, apparently with the new Iray renderer one will have some problems as light doesn't go through them.

    It's a bit of work but my preferred method for making windows is to model them into the mesh. As long as the lines are there, one can select the face normals and "copy/paste/delete" to create removable windows. The glass itself normally needs a few extra tessellations to help keep the shape exact. Both Poser and D/S will add some smoothing to objects. While I definitely appreciate it that .obj files are included for items created in Sketchup, Blender, etc. they invariable need a fair bit of work to hold their shapes in D/S. It is not the people creating stuff, it is how the programs read each others codings or something like that. Some work in "layers" and Hexagon does not.
    And then the staging programs [Poser or D/S or Carrara] each read all those files again differently. For eg. Poser loaded the .pz3 file with no issues. D/S, keeping this short, has some issues. Which is why I re-make things.

    This is why I don't release the objs that Sketch-up creates. When I import a sketch-up obj into poser, I usually have to change it's orientation anyway and re-export it. It's that new obj that I release with my models.

    It's appreciated. :-)


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

    Links for STO 10c added, and also for the TNG Turbolift, thanks all :-)

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

    mdbruffy said:
    wancow said:
    mdbruffy said:
    scatha said:
    Booleans to my knowledge require a lot of cleanup...

    Wouldn't it be easier to use texture naps? Then you can put windows wherever you want- as many as you want- and you can use the texture maps to make your light maps- at least in Poser.

    I like the control it offers me. the way I do it, you can zoom in very close and even insert an interior...

    So far as cleanup, there's no reason for my models to be subdivided in DS, so I'm not at all concerned with that. They're hard surfaces so fillet or chamfer on sharp edges suffices IMHO.

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

    It's that D/S doesn't handle booleans very well ... esp. those created in Hexagon. There are some steps that can be used to fix how booleans are created in Hexagon but generally speaking, for booleans => NO.

    Using texture maps for windows can work EXCEPT now in D/S4.8+, apparently with the new Iray renderer one will have some problems as light doesn't go through them.

    It's a bit of work but my preferred method for making windows is to model them into the mesh. As long as the lines are there, one can select the face normals and "copy/paste/delete" to create removable windows. The glass itself normally needs a few extra tessellations to help keep the shape exact. Both Poser and D/S will add some smoothing to objects. While I definitely appreciate it that .obj files are included for items created in Sketchup, Blender, etc. they invariable need a fair bit of work to hold their shapes in D/S. It is not the people creating stuff, it is how the programs read each others codings or something like that. Some work in "layers" and Hexagon does not.
    And then the staging programs [Poser or D/S or Carrara] each read all those files again differently. For eg. Poser loaded the .pz3 file with no issues. D/S, keeping this short, has some issues. Which is why I re-make things.

    This is why I don't release the objs that Sketch-up creates. When I import a sketch-up obj into poser, I usually have to change it's orientation anyway and re-export it. It's that new obj that I release with my models.

    It's appreciated. :-)


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

    Links for STO 10c added, and also for the TNG Turbolift, thanks all :-)

    You're welcome.

  • scathascatha Posts: 756
    edited December 1969

    It's a bit of work but my preferred method for making windows is to model them into the mesh. As long as the lines are there, one can select the face normals and "copy/paste/delete" to create removable windows. The glass itself normally needs a few extra tessellations to help keep the shape exact. Both Poser and D/S will add some smoothing to objects....

    Trying to do just that myself, Cath... but it requires a good deal of planning ahead.

  • rschulterschulte Posts: 489
    edited December 1969


    Links for STO 10c added, and also for the TNG Turbolift, thanks all :-)

    thank you

  • grinch2901grinch2901 Posts: 1,246
    edited December 1969

    wancow said:

    I'm using Rhino, which is excellent for hard surface modelling, not so much for organics

    Ah hah. I was confused about how you got away with booleans but now I get it. Rhino is NURBS based rather than poly based like Hexagon, Blender, Modo, etc. NURBS handles booleans perfectly. Poly based modelers get n-gons which DAZ Studio hates with the passion of a thousand burning suns.

    Nice work on the ship!

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

    Trying out Dariofish's Xenoskins on the Gorn, but I'm not sure which one I like more...

    Gorn_Skinz.jpg
    1224 x 792 - 317K
  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    Trying out Dariofish's Xenoskins on the Gorn, but I'm not sure which one I like more...

    To me the left one looks like a dry land critter where as the right one would be wet lands or forest

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Trying out Dariofish's Xenoskins on the Gorn, but I'm not sure which one I like more...

    The one on my right as I look at the screen seems closer to the TV Gorn.

  • AshleyTingerAshleyTinger Posts: 498
    edited December 1969

    So I'm re-reading the section in Mr. Scott's Guide to the Enterprise where it mentions that decks D through I on the refit Enterrpsie were color coded and all the decks in the secondary hull were silver. In the Motion Picture the decks near engineering were also lit with blue light. We didn't really see that with Next Gen era ships at all and because sets got re-used after Star Trek IV for the motion picture films that kind of went away in the later TOS films as well. Do you all think this is something that could carry over into the period between the TOS films and Next Gen with the ships in between? I'm toying with the idea of building small virutal sets for my comic idea and that would include color coding different decks wall plating even on the Excelsior class ships of that period. Deck 7 for example, where the Sick Bay is woudl have white panels.

  • wancowwancow Posts: 2,708
    edited December 1969

    I see no reason at all any of your ideas are invalid. But do everyone a favour and focus on the story. Yes, colour coded decks sound reasonable... certainly moreso than the pink seats on USS Grissom... yech...

  • wsterdanwsterdan Posts: 2,419
    edited December 1969

    Trying out Dariofish's Xenoskins on the Gorn, but I'm not sure which one I like more...
    I prefer the one on the right. The one on the left, for some reason, makes me think "snake" while the one on the right says, "lizard".
    -- Walt Sterdan
  • RedfernRedfern Posts: 1,618
    edited December 1969

    Of course, the TOS Gorn didn't appear to have scales, but rather a "leathery" hide with thickly calloused and "ashy" looking knees and elbows.

    I don't know what the settings in DAZ Studio should be, but for the "head prop" I modified from a mesh XCalPro sculpted, I applied a Poser node based procedural material that (more or less) recreates the look of the costume Wah Chang made for the episode "Arena". Being a procedural, you need not worry about the mapping scheme. It can be applied to any figure.

    Sincerely,

    Bill

This discussion has been closed.