Star Trek Builders Unite 8: THE REBOOT

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  • randym77randym77 Posts: 276

    Caturday...

    For some reason, they're talking about the Voyager crew as cats on social media today. So here's Tuvok as a cat. I decided he'd be a tuxedo cat, because he's so elegant.

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  • The Catgirl G8F megapack just went on sale.  This is a quick test out of the box, although I did dial in a bit of Oso's Feline Folk morphs for the face and body to make her a bit more feline.

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  • RedfernRedfern Posts: 1,603

    While nobody has yet posted anything, and I certainly don't mind, I suspect some participants of this Trek thread are getting tired of the catgirl/furry content (even if it IS canon).

    With that in mind, there is a thread already created and tailored for this discussion.

    https://www.daz3d.com/forums/discussion/11448/2nd-of-nine-lives-cat-girrrl-render-thread-prrr/p1

    There we can continue our discussion about Caitians, Kzinti, Kilrathi, Khajiit, Tabaxi, Hani, Moggians (my creation), what have you.

    Please don't interpret this as my demanding we move all future posts exclusively to that thread.  I merely offer it as an additional source of discourse.

  • randym77randym77 Posts: 276

    So, apparently Discovery has new uniforms because the gray ones blended into the sets too much.

    Hard to keep up with all these new uniforms. The Discovery uniforms like look you could use Valiant and Courageous as a base. The pants look pretty tight, but the tunics are looser than the blue uniforms were.

  • Fooling around with some weekend acquisitions!

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  • Just in case I wanted to do a remake of the Bring Back Kirk video.

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  • I've spent the past week trying to get those Star Trek: Fleet Command models working properly.  I can do everything except the hair.  In the example here, Riker's hair and beard each have a base model and a top layer to be used with transparencies, but:

     

    If you look at the texture file, the hair portions are discolored:

    I'm sure there is a programming logic behind it, but I haven't figured out how to compensate for it.  Any suggestions, welcome.

  • I did a lot of photoshop reworking to make it work.

  • Yeah, I've been trying to figure it out.  I want to use transparencies to make the hair look right, but nothing I've tried has been consistently successful.

  • Despite using DAZ on a seriously underpowered laptop for quite a while, I've never posted here in the forums. So to remedy that, HI!

    I've recently been working on Trek renders again, and it's a disappointment that the only RL character morphs are still for M4 and V4. Having said that, they're still good so for now I'll stick with them (example renders soon!)

    Just a couple of questions for you experts to start with.

    Firstly, when I render my images they're still coming out somewhat grainy without the reality of some of the renders I've seen. I'm not sure whether this is due to my poor lighting skills, my humbling 8gig of RAM, or the measly shared graphics RAM. Any suggestions?

    The other question is... Is there a decent Worf morph out there please?

    I'll pop a couple of renders up to show the render issues I have shortly :)

    Thanks guys, great work!

  • The transparency maps look merged with albedo (color) maps in the above images regarding the hair problem. Game engine maps for transparency are significantly different than the B/W alpha images used for trans in Poser, and I'm assuming current DS ( I don't use it)... simply desaturating the maps isn't a very good solution either.

  • jackjames5_59cda37a4c said:

    I've spent the past week trying to get those Star Trek: Fleet Command models working properly.  I can do everything except the hair.  In the example here, Riker's hair and beard each have a base model and a top layer to be used with transparencies, but:

     

    If you look at the texture file, the hair portions are discolored:

    I'm sure there is a programming logic behind it, but I haven't figured out how to compensate for it.  Any suggestions, welcome.

    This kind of map is typically used for things like specular, roughness, ambient occlusion and the like.  Each channel (RGBA) has a grayscale image that corresponds to a specific effect like AO or specularity.

    There should be another texture file where the hair and beard are fully colored, that's the base texture.

  • lwaveslwaves Posts: 238

    jackjames5_59cda37a4c said:

    I've spent the past week trying to get those Star Trek: Fleet Command models working properly.  I can do everything except the hair.  In the example here, Riker's hair and beard each have a base model and a top layer to be used with transparencies, but:

     I'm sure there is a programming logic behind it, but I haven't figured out how to compensate for it.  Any suggestions, welcome.

    I haven't touched the TNG files yet, still working on TOS and others but as nightwolf says, there should be another file. If you're using the files generously supplied by FleetAdmiral the diffuse map is called "texture_actor_core_riker_skin_diffuseout.png"  The opacity map is the same name but with "_alpha" on the end.

    I'd also make sure if you're using any png's for opacity maps in Daz, make sure they don't have any transparency as I've found they don't work. Make sure they're black and white or greyscale. Hair intially gave me more trouble than anything else until I figured this out. Hope that helps. :-)

  • Where are these files from FleetAdmiral that you are talking about?

  • lwaveslwaves Posts: 238

    GRFK DSGN Unlimited said:

    Where are these files from FleetAdmiral that you are talking about?

    A couple of places. I don't have the direct links anymore but try the Star Trek modelling and Star Trek Fleet Command threads on Groinkick. After that try their DeviantArt page (same username as here). They should be easy to find with a googly search. :-)

  • I didn't get these files from FleetAdmiral, though he was very kind to help me on DeviantArt with a separate texture problem.  I pulled these from the game files themselves.  I have yet to find any images that would be transparency or alpha textures.

  • rdudarduda Posts: 579

    Has any one been able to get FleetAdmiral01 's uniforms available to fit Gen 8 in Daz yet,

    and made them available?

  • FishtalesFishtales Posts: 6,119

    Just came across this forum again so don't know if anyone has posted an image of this,

    Leon 8 with the humanoid shape

    2021-12-02 13:19:19.765 Total Rendering Time: 2 minutes 23.73 seconds

    Click on image for full size.

  • lwaveslwaves Posts: 238

    jackjames5_59cda37a4c said:

    I didn't get these files from FleetAdmiral, though he was very kind to help me on DeviantArt with a separate texture problem.  I pulled these from the game files themselves.  I have yet to find any images that would be transparency or alpha textures.

     I don't know what exact textures you've got from the game, as you aren't using FleetAdmiral's but try looking at your face textures. The hair textures may be included with them and it could mean you need to create your own opacity/alpha maps from them.

  • lwaveslwaves Posts: 238

    rduda said:

    Has any one been able to get FleetAdmiral01 's uniforms available to fit Gen 8 in Daz yet,

    and made them available?

    Get them to fit - yes - using Blender to pose as closely as possible, then use a couple of sculpt tools to fine tune the fit.

    Made them available - no. Partly because I've only one one set (male TOS) and partly because I wasn't sure about the legality of it.

  • lwaves said:

    jackjames5_59cda37a4c said:

    I didn't get these files from FleetAdmiral, though he was very kind to help me on DeviantArt with a separate texture problem.  I pulled these from the game files themselves.  I have yet to find any images that would be transparency or alpha textures.

     I don't know what exact textures you've got from the game, as you aren't using FleetAdmiral's but try looking at your face textures. The hair textures may be included with them and it could mean you need to create your own opacity/alpha maps from them.

    If you take a look at the Riker skin texture file I posted above, the hair portions are on there.  They're just colored wrong.

     

  • lwaveslwaves Posts: 238

    jackjames5_59cda37a4c said:

    lwaves said:

    jackjames5_59cda37a4c said:

    I didn't get these files from FleetAdmiral, though he was very kind to help me on DeviantArt with a separate texture problem.  I pulled these from the game files themselves.  I have yet to find any images that would be transparency or alpha textures.

     I don't know what exact textures you've got from the game, as you aren't using FleetAdmiral's but try looking at your face textures. The hair textures may be included with them and it could mean you need to create your own opacity/alpha maps from them.

    If you take a look at the Riker skin texture file I posted above, the hair portions are on there.  They're just colored wrong.

     

     Ah, I missed that for some reason, I thought you were only after opacity maps. Brain no worky.

    My two suggestions are these: 1) Manually alter the colour and create your own opacity maps, which isn't ideal. Or 2) Search for the file downloads by FleetAdmiral I mentioed earlier, which have correctly coloured maps and opacity. They have the same UV layout so using them shouldn't be an issue. :-)

  • Hey guys I'm back with a fresh update. This time it's some Star Trek Ships.

    I was, after many years of thinking I never would, able to get my hands on the models from an old console game called Star Trek Shattered Universe. I have to say for models from an old XBOX/PS2 game Iray treats them well.

     

     

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  • ericolsenericolsen Posts: 350

    FleetAdmiral01 said:

    Hey guys I'm back with a fresh update. This time it's some Star Trek Ships.

    I was, after many years of thinking I never would, able to get my hands on the models from an old console game called Star Trek Shattered Universe. I have to say for models from an old XBOX/PS2 game Iray treats them well.
     

    Yes, those are holding up quite nicely!!

  • @Fleet admiral

     

    me wants. :D

     

    Also, someone tried to fix that Franklin model, wonder if he or she fixed it by now? o.o

    Also, wish madman would make his kelvin verse models avaailbe for poser.

  • ericolsenericolsen Posts: 350

    Heads up on the new Kamrin outfit for Disco fans. 

  • PDSmithPDSmith Posts: 712

    Ptrope said:

    I took my inspurration from Redfern, as well ... wink

    Hey, with the clone body of Aiko 3 for G8F now available, has anyone tested the old TOS dress on her? I'm in the middle of a move and don't even know where all my assets are at the moment.

    Ptrope, yes the RetroDress (Available over at DA) works perfectly with G8 as seen here. Although the pins and rank insignia are off kilter (not shown) so I'd suggest making a second skin of the dress and make the pins and rank that way.

     

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  • Some new Klingons. 

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  • Are any of these things available for download anywhere? I feel like I'm in the dark and everyone else knows...

  • Who was it that made the Helm Scope that Sulu used in TOS? I remember downloading a version awhile back but I'm at a loss now as to who did it or where it might be now.

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