Star Trek Builders Unite 6: The Undiscovered Thread

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Comments

  • AdemnusAdemnus Posts: 744
    edited December 1969

    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    comun.jpg
    1493 x 854 - 246K
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

  • AdemnusAdemnus Posts: 744
    edited December 1969

    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

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

    Well done looking forward to it

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

  • Richard HaseltineRichard Haseltine Posts: 102,839
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

    One might almost say it's a continuing mission.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

    One might almost say it's a continuing mission.

    True. Very true.

  • AdemnusAdemnus Posts: 744
    edited December 1969

    One might almost say it's a continuing mission.

    Well, I am boldly going, but where a lot of you have gone before. I still have an awful lot to learn.

    Say, if I want to learn how to package up my models for distribution so they'll work in DS/Poser, can you point me to any solid, clear tutorials, free, paid or otherwise? I hate having to ask for help, I know others are busy themselves. Plus, I'd like to learn.

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

    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

    One might almost say it's a continuing mission.

    True. Very true.

    Definately a never ending process and just when you think you've got something figured out something changes where you have to
    relearn or learn something different to make it work

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

    One might almost say it's a continuing mission.

    True. Very true.

    Definately a never ending process and just when you think you've got something figured out something changes where you have to
    relearn or learn something different to make it work

    Yes. I can definitely testify to that!

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

    One might almost say it's a continuing mission.

    And do I detect a hint for the name of the next thread?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    mdbruffy said:
    Hey all,

    Thanks to a gracious offer from MattyManx to help put it all together for you, I'll soon be able to share my communicator with you.

    As a further update, I reworked it a bit and got the grill to look a bit better. Here's a pic.

    That has to be one of the most realistic versions I've seen. You did a great job on that!

    Thanks so much, means alot, am still learning quite a bit.

    In this sort of thing, the learning is a never ending process.

    One might almost say it's a continuing mission.

    And do I detect a hint for the name of the next thread?

    That would sound about right considering how long this thread's been running! :lol:

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

    Would be a good name

  • robkelkrobkelk Posts: 3,259
    edited December 1969

    mdbruffy said:
    One might almost say it's a continuing mission.

    And do I detect a hint for the name of the next thread?

    That would sound about right considering how long this thread's been running! :lol:

    Sounds good to me...

  • shadowhawk1shadowhawk1 Posts: 2,200
    edited December 1969

    mdbruffy said:
    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.

    Have you had the chance to try this out and see if it works for you?

  • MattymanxMattymanx Posts: 6,956
    edited December 1969

    One might almost say it's a continuing mission.

    Well, I am boldly going, but where a lot of you have gone before. I still have an awful lot to learn.

    Say, if I want to learn how to package up my models for distribution so they'll work in DS/Poser, can you point me to any solid, clear tutorials, free, paid or otherwise? I hate having to ask for help, I know others are busy themselves. Plus, I'd like to learn.


    Start Here


    http://docs.daz3d.com/doku.php/public/publishing/start

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    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.

    Have you had the chance to try this out and see if it works for you?

    It was that extra layer that Patience55 mentioned. I went in and set the transparency to 2.0 and I haven't had any more trouble with it.

  • AdemnusAdemnus Posts: 744
    edited December 1969

    Mattymanx said:
    One might almost say it's a continuing mission.

    Well, I am boldly going, but where a lot of you have gone before. I still have an awful lot to learn.

    Say, if I want to learn how to package up my models for distribution so they'll work in DS/Poser, can you point me to any solid, clear tutorials, free, paid or otherwise? I hate having to ask for help, I know others are busy themselves. Plus, I'd like to learn.


    Start Here


    http://docs.daz3d.com/doku.php/public/publishing/start

    Once more I owe you thanks, kind sir.

  • scathascatha Posts: 756
    edited December 1969

    Star Trek Builders Unite 7: The Continuing Mission ...

    I think it's a keeper. ;)

    Now how in the blazes did I get unsubscribed from this thread again...?
    I really wish they'd fix these forums...

  • AdemnusAdemnus Posts: 744
    edited December 1969

    scatha said:
    Star Trek Builders Unite 7: The Continuing Mission ...

    I think it's a keeper. ;)

    Now how in the blazes did I get unsubscribed from this thread again...?
    I really wish they'd fix these forums...

    my notifications never come, and my PM box always says 0 even when I have new messages. Ah well, not quite the 24th century, eh?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    scatha said:
    Star Trek Builders Unite 7: The Continuing Mission ...

    I think it's a keeper. ;)

    Now how in the blazes did I get unsubscribed from this thread again...?
    I really wish they'd fix these forums...

    my notifications never come, and my PM box always says 0 even when I have new messages. Ah well, not quite the 24th century, eh?

    We've all waged one battle after another with these forums. Pointing things out that need attention never seems to do any good.

  • patience55patience55 Posts: 7,006
    edited April 2015

    mdbruffy said:
    scatha said:
    Star Trek Builders Unite 7: The Continuing Mission ...

    I think it's a keeper. ;)

    Now how in the blazes did I get unsubscribed from this thread again...?
    I really wish they'd fix these forums...

    my notifications never come, and my PM box always says 0 even when I have new messages. Ah well, not quite the 24th century, eh?

    We've all waged one battle after another with these forums. Pointing things out that need attention never seems to do any good.

    It's a little game of "did we sign into Daz3D BEFORE opening any emails with links" so that when we click on links it counts as a visit.
    If we don't sign in at Daz3D first and open an email click on a link, we think we've visited but the site doesn't EVEN if the site might appear to have us logged in. Appearances are not always so ... and no, nobody has ever figured out the logic ... sign out, sign in, go to emails and EVEN IF one thinks one has read a thread, just click the links then close the tabs. MAYBE we'll be notified next time ... but then again maybe not lol ...

    What gets me is the next day ... even though emails were opened, threads visited, a whole new slew of emails for the SAME posts!!!
    Must be a glitch in the cache email system or something.

    Posting usually gets one back in the loop.

    Post edited by patience55 on
  • MattymanxMattymanx Posts: 6,956
    edited December 1969

    The TOS Comm has been completed and sent to SGreco.

    It is in Poser format but there is no official Poser mat file as I no longer have a working version of Poser. DS4.6 Duf mat file included

    This is what it looks like in DS4

    TOSC05.png
    900 x 900 - 900K
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Does anyone know if there is a complete set of Next Gen textures for Vanishingpoint's Bridge 8? The file I have has nothing for chair color or console color or even a wood grain.All I have are console LCARS and the dedication plaque textures.

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

    mdbruffy said:
    Does anyone know if there is a complete set of Next Gen textures for Vanishingpoint's Bridge 8? The file I have has nothing for chair color or console color or even a wood grain.All I have are console LCARS and the dedication plaque textures.

    I've noticed the same problem with the Battlestar Galactica vipers I have from their store. Some of the controls are there, but most of the stripes and color blocks are missing.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Having a lark going through the first set of ST TOS discs ... did you know that one can be wearing 3 different shirts inside of 5 minutes, yessir. Apparently the turbolift is also a changeroom lol ...

  • AdemnusAdemnus Posts: 744
    edited December 1969

    Ok, folks, my new communicator is ready to download!

    Once again, a million thanks to Matty Manx!
    http://www.foundation3d.com/index.php?categoryid=38&p13_sectionid=224&p13_fileid=2244

    pic1.jpg
    598 x 598 - 128K
  • SpottedKittySpottedKitty Posts: 7,232
    edited May 2015

    A great communicator model, but... where are those texture paths going?

    "Could not find file: E:/e/TOS-Communicator/Runtime/Textures/"...

    I unzipped the compressed .duf and hand-edited the texture paths, and it's still not right — I don't get the distinctive mottled appearance of the black case because no bump or displacement is applied, the flip-up grid isn't metallic, the silver is off, the coloured buttons are off. Is this the right .duf materials file? My render looks nothing like the promo pic.

    Post edited by SpottedKitty on
  • AdemnusAdemnus Posts: 744
    edited December 1969

    A great communicator model, but... where are those texture paths going?

    "Could not find file: E:/e/TOS-Communicator/Runtime/Textures/"...

    I unzipped the compressed .duf and hand-edited the texture paths, and it's still not right — I don't get the distinctive mottled appearance of the black case because no bump or displacement is applied, the flip-up grid isn't metallic, the silver is off, the coloured buttons are off. Is this the right .duf materials file? My render looks nothing like the promo pic.

    You'll have to ask matty about what it's looking for, but as I said in the readme there are very few textures, mostly what you see are iRay default shaders. For the case I used leather, changed color to black, raised the glossy reflectivity, and lowered the glossy roughness. For the metals I used shiny metal for the lid and wheels, and matte finish for all the other metal parts. Just make sure to apply the grid transparency map on the lid under "cutout opacity," (but not the on the other lid parts like the wheels or the rim of the lid or they'll have holes too!) (also, be sure before you begin you select all surfaces and click the "iray uber base", it makes things easier.)

  • MattymanxMattymanx Posts: 6,956
    edited May 2015

    A great communicator model, but... where are those texture paths going?

    "Could not find file: E:/e/TOS-Communicator/Runtime/Textures/"...

    I unzipped the compressed .duf and hand-edited the texture paths, and it's still not right — I don't get the distinctive mottled appearance of the black case because no bump or displacement is applied, the flip-up grid isn't metallic, the silver is off, the coloured buttons are off. Is this the right .duf materials file? My render looks nothing like the promo pic.


    Sorry, forgot to check the file paths in the duf. I will fix that soon

    Also, the settings in the DUF file are NOT iray settings. See my pic above. They are just regular DS mat settings, nothing more


    EDIT:

    Just emailed the update to Sgreco

    Post edited by Mattymanx on
This discussion has been closed.