Star Trek Builders Unite 6: The Undiscovered Thread

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  • rschulterschulte Posts: 489
    edited April 2015

    rschulte said:
    rschulte said:
    "For when diplomacy fails"

    "STO9 Royloo Tactical Armor for M4 and V4"...... a Starfleet Tactical armor, Elite Force, and Marine textures. This is a companion set to my Elite Force Hazard suit freebie posted last year.

    The attached images shows how the Tactical armor look with the Royloo Trooper bodysuit, or you can use any of my DAZ bodysuit sets.

    I hope to complete these soon and will post..

    Russ

    Posted...

    http://www.sharecg.com/v/80528/browse/11/Poser/Star-Trek-Online-9-Royloo-Trooper-Armor-M4V4

    Thank you, link posted.

    is this the companion set you are referring to?
    http://www.sharecg.com/v/76357/related/11/Poser/Star-Trek-Elite-Force-Hazard-Suit-Xurge-3Ds-HEV

    Yes,, that is correct, this is the heavier armor.

    Thank you!

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

    rschulte said:
    ... edit ...

    Yes,, that is correct, this is the heavier armor.

    Thank you!

    You're welcome. :-)

  • AdemnusAdemnus Posts: 744
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    comm2.jpg
    1041 x 790 - 263K
  • LycanthropeXLycanthropeX Posts: 2,287
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    Awesome!!! interested!!!

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    Looks great!

  • patience55patience55 Posts: 7,006
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    Sure :-)

  • TimbalesTimbales Posts: 2,366
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    beautiful work, nicely done

  • SkelchSkelch Posts: 275
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.


    Add me to the interested list :)
  • AdemnusAdemnus Posts: 744
    edited December 1969

    thanks so much all!

    If there is anyone who can help me package this, and maybe make a flip-open morph, please PM me.

  • blutobluto Posts: 849
    edited December 1969

    very nice indeed .

    always interested in new trek related poser props

  • RedfernRedfern Posts: 1,618
    edited December 1969

    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    You've modeled one before that MattyManx "rigged" so the antenna grid would flip open properly, right?

    I use that one as my primary comm' prop in TOS era renders.

    Is this a newer sculpt? It looks like it.

    Sincerely,

    Bill

  • AdemnusAdemnus Posts: 744
    edited December 1969

    Redfern said:
    I just modeled this in Hex, let me know what you think.

    If anyone is interested, I'll see if I can get help packaging it as a freebie.

    You've modeled one before that MattyManx "rigged" so the antenna grid would flip open properly, right?

    I use that one as my primary comm' prop in TOS era renders.

    Is this a newer sculpt? It looks like it.

    Sincerely,

    Bill

    Yes, a long time ago. IIRC he had some issues with it or the tricorder. This is brand new, just finished it, hopefully more accurate than my old one -but I'm gratified to hear you enjoyed my old one!

  • patience55patience55 Posts: 7,006
    edited December 1969

    Nothing super special, but I did make a Black/White and White/Black texture for M4s uvtemplate.
    No mats, displacements, eyes, etc., just a nice straight line 2 colour texture. Tested on M4 and Genesis M4.

    And PDSmith has uploaded a tutorial for converting V4 to G2F. Thank you :-)

  • rschulterschulte Posts: 489
    edited April 2015

    Star Fleet Marine Energy Knife .... can be set to "Stun" and higher. Inprogress.....

    Simple prop made out of primitives with morph to turn on/off energy blade. I'll post if there is interest.

    SFMC_EKnife.png
    853 x 898 - 337K
    Post edited by rschulte on
  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    rschulte said:
    Star Fleet Marine Energy Knife .... can be set to "Stun" and higher. Inprogress.....

    Simple prop made out of primitives with morph to turn on/off energy blade. I'll post if there is interest.

    Always

  • rschulterschulte Posts: 489
    edited December 1969

    rschulte said:
    Star Fleet Marine Energy Knife .... can be set to "Stun" and higher. Inprogress.....

    Simple prop made out of primitives with morph to turn on/off energy blade. I'll post if there is interest.

    Always

    Admittedly still needs some work.... but will provide as smart prop, with different mat files for the "blade". Essentially its a short force blade used as a combat knife and/or machete. Definitely not "cannon," but would have existed in Star Trek RPGs.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Deanna_-Final.jpg
    792 x 1000 - 115K
    Deanna_blind.jpg
    674 x 819 - 208K
  • Robert FreiseRobert Freise Posts: 4,484
    edited December 1969

    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

  • DemonslayerDemonslayer Posts: 125
    edited December 1969

    Sure she hasn't been to the Galactic Barrier? :P Actually, if this is DAZ, she might have the reflection map set too high and at some angles, not an issue but at others, over-reflective. I ran into this problem when I was a newbie. Try turning the reflectivity map down or off.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Sure she hasn't been to the Galactic Barrier? :P Actually, if this is DAZ, she might have the reflection map set too high and at some angles, not an issue but at others, over-reflective. I ran into this problem when I was a newbie. Try turning the reflectivity map down or off.

    Now you especially, know I use Poser 9. But I'll check the reflection settings anyway.

  • DemonslayerDemonslayer Posts: 125
    edited December 1969

    Sorry, I thought I read an earlier post saying you had delved into DAZ Studio for something, lol. :)

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Sorry, I thought I read an earlier post saying you had delved into DAZ Studio for something, lol. :)

    No, But I've started experimenting with Reality 4.

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

    While it could be the angle of light on the eye causing that, also you could try when you have the figure "perfect", save out some mat files for "just" the eyes. Then when it happens again, just reapply the mat file for the eyes,

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

    While it could be the angle of light on the eye causing that, also you could try when you have the figure "perfect", save out some mat files for "just" the eyes. Then when it happens again, just reapply the mat file for the eyes,

    It's not just "Deanna". I've had it happen with 2 other V4 figures and with an M4 figure-only in his case, the eye gets moved and the dials don't change. I have had more problems with V4 and M4 than I ever had with the Gen 3 figures.

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

    While it could be the angle of light on the eye causing that, also you could try when you have the figure "perfect", save out some mat files for "just" the eyes. Then when it happens again, just reapply the mat file for the eyes,

    It's not just "Deanna". I've had it happen with 2 other V4 figures and with an M4 figure-only in his case, the eye gets moved and the dials don't change. I have had more problems with V4 and M4 than I ever had with the Gen 3 figures.

    I don't recall all the details atm but their eyes are made different. Then Genesis' are different again ... and then G2's are again different.
    The 4th generation and G2 [if I'm recalling correctly] have an additional layer over the eyes which is normally to be transparent. It's for reflections and stuff like that. However if the settings go off, or for whatever other reason that might cause it, the eyes will go 'solid'. If it happens with a character "off the shelf", it is a matter to correct and remake the mat file for one's own program. Daz Studio and Poser read those opacity channels differently. Making eye textures IMHO is no fun.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

    While it could be the angle of light on the eye causing that, also you could try when you have the figure "perfect", save out some mat files for "just" the eyes. Then when it happens again, just reapply the mat file for the eyes,

    It's not just "Deanna". I've had it happen with 2 other V4 figures and with an M4 figure-only in his case, the eye gets moved and the dials don't change. I have had more problems with V4 and M4 than I ever had with the Gen 3 figures.

    I don't recall all the details atm but their eyes are made different. Then Genesis' are different again ... and then G2's are again different.
    The 4th generation and G2 [if I'm recalling correctly] have an additional layer over the eyes which is normally to be transparent. It's for reflections and stuff like that. However if the settings go off, or for whatever other reason that might cause it, the eyes will go 'solid'. If it happens with a character "off the shelf", it is a matter to correct and remake the mat file for one's own program. Daz Studio and Poser read those opacity channels differently. Making eye textures IMHO is no fun.

    So I'm stuck with either that or re-loading the character every few renders. Wonderful. Whatever happened to "If it's not broke, don't fix it"?

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

    While it could be the angle of light on the eye causing that, also you could try when you have the figure "perfect", save out some mat files for "just" the eyes. Then when it happens again, just reapply the mat file for the eyes,

    It's not just "Deanna". I've had it happen with 2 other V4 figures and with an M4 figure-only in his case, the eye gets moved and the dials don't change. I have had more problems with V4 and M4 than I ever had with the Gen 3 figures.

    I don't recall all the details atm but their eyes are made different. Then Genesis' are different again ... and then G2's are again different.
    The 4th generation and G2 [if I'm recalling correctly] have an additional layer over the eyes which is normally to be transparent. It's for reflections and stuff like that. However if the settings go off, or for whatever other reason that might cause it, the eyes will go 'solid'. If it happens with a character "off the shelf", it is a matter to correct and remake the mat file for one's own program. Daz Studio and Poser read those opacity channels differently. Making eye textures IMHO is no fun.

    So I'm stuck with either that or re-loading the character every few renders. Wonderful. Whatever happened to "If it's not broke, don't fix it"?


    Have you tried reloading the textures from the render tab?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    Does anyone have any idea what the deal is with V4.2's eyes ? I have 4 major characters built on her this time round and so far 3 of them have given me problems. They're fine when I build them, they're fine when I load them in my Runtime- and when I load them in a scene. But 2 renders later, they're blind and I have to re-load the character.

    Wow no idea other than maybe the program's losing a texture setting somehow
    Looks like she's got cataracts

    I've had this happen with 3 different characters- and I never changed the texture maps.

    While it could be the angle of light on the eye causing that, also you could try when you have the figure "perfect", save out some mat files for "just" the eyes. Then when it happens again, just reapply the mat file for the eyes,

    It's not just "Deanna". I've had it happen with 2 other V4 figures and with an M4 figure-only in his case, the eye gets moved and the dials don't change. I have had more problems with V4 and M4 than I ever had with the Gen 3 figures.

    I don't recall all the details atm but their eyes are made different. Then Genesis' are different again ... and then G2's are again different.
    The 4th generation and G2 [if I'm recalling correctly] have an additional layer over the eyes which is normally to be transparent. It's for reflections and stuff like that. However if the settings go off, or for whatever other reason that might cause it, the eyes will go 'solid'. If it happens with a character "off the shelf", it is a matter to correct and remake the mat file for one's own program. Daz Studio and Poser read those opacity channels differently. Making eye textures IMHO is no fun.

    So I'm stuck with either that or re-loading the character every few renders. Wonderful. Whatever happened to "If it's not broke, don't fix it"?


    Have you tried reloading the textures from the render tab?

    No I have not. That never occured to me- I'll try it next time it happens.

  • patience55patience55 Posts: 7,006
    edited December 1969

    page 96 ... hmm ... well, is anybody just dreaming of the day they could take over the freebie list?
    I'm quite content to carry on with it but not to stop anybody's burning ambitions to deal with codes ;-)

This discussion has been closed.