Star Trek Builders Unite 6: The Undiscovered Thread
This discussion has been closed.
Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
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!
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.
Well done looking forward to it
Thanks so much, means alot, am still learning quite a bit.
In this sort of thing, the learning is a never ending process.
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.
In this sort of thing, the learning is a never ending process.
One might almost say it's a continuing mission.
True. Very true.
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.
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
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!
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?
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:
Would be a good name
That would sound about right considering how long this thread's been running! :lol:
Sounds good to me...
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?
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
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.
Start Here
http://docs.daz3d.com/doku.php/public/publishing/start
Once more I owe you thanks, kind sir.
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?
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.
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.
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
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.
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 ...
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
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.)
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