Star Trek Builders Unite 8: THE REBOOT

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  • TimbalesTimbales Posts: 2,332
    edited December 2023
    Ptrope said:

    I picked up Uhura and Sulu from RHub - haven't loaded Sulu yet, but they've encouraged me to get back to the bridge. I know TimG made an iRay material set for it, but the link doesn't seem to work, and I've gone through so many hard drives, it's impossible to find where I may have downloaded it. wink So I'm setting up the materials myself.

    I used different hair - close enough, and more realistic than what comes with Uhura; I also redid the dress material using a velvet shader, but plugging the texture map into the color values. I'm thinking about painting out the chevron and using a physical one I have that wouldn't be subject to distortion.

    Nice figures - too expensive, though; it would be great if they had a discounted bundle.

     

    Here's a direct link if you want it. https://sta.sh/024vqzr1jeut I'm posting from my phone, not sure if it's working or not
    Post edited by Timbales on
  • PtropePtrope Posts: 682

    It doesn't seem to be downloadable; I've logged into DA and it 'says' "Download," but there doesn't actually seem to be a link to do that. Better living through technology! wink

  • TimbalesTimbales Posts: 2,332
    Ptrope said:

    It doesn't seem to be downloadable; I've logged into DA and it 'says' "Download," but there doesn't actually seem to be a link to do that. Better living through technology! wink

    Sorry about that. I probably have the file saved on a hard drive. I'll take a look when I'm home this evening. You've shared so much over the years, it's the very least I could do.
  • PtropePtrope Posts: 682

    Many thanks! I've been away from DazTrek, but with these new figures, I may just get energized again (plus now that I'm retired, I need projects!). Most of my stuff is all Poser-enabled, so I may need to rejigger some stuff to work with iRay.

  • While Star Trek Fleet Command is my go to for character models it would seem that Star Trek Online has become my go to for ships. That's because STO's ship models ended up being used in Star Trek Picard. The Enterprise-F for example the remastered STO model was actually made for Picard Season 3.

  • rschulterschulte Posts: 489
    edited December 2023

    Ptrope said:

    It doesn't seem to be downloadable; I've logged into DA and it 'says' "Download," but there doesn't actually seem to be a link to do that. Better living through technology! wink

     https://sta.sh/024vqzr1jeut

    I just downloaded it,   Select the download button on the right side with the down arrow symbol.  The large box button in the left middle didnt work.

    Post edited by rschulte on
  • TimbalesTimbales Posts: 2,332

    Oh, cool. 

  • PtropePtrope Posts: 682

    No arrow on the right side of my screen - the only one is on the left and leads to MY Sta.sh. It just wants me to do my own homework, I guess. wink

    Meanwhile, I loaded Sulu. The morph looks good, but the materials leave something to be desired. The dark 'eyeholes' in the face ware way too big and bleed over onto his eyelids, and with the entire outfit being a single unit, using a velvet shader also creates velvet pants and boots (!); I'm going to have to use the Geometry Editor to create separate surfaces for the pants and boots so I can create different textures appropriate to fabric and leather. That's actually pretty easy - easier than fixing his eyes; I may end up finidng another good Asian male character and borrowing their skin (very "Silence of the Lambs!")

    Enterprise Bridge 002 - 20231211.png
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  • TimbalesTimbales Posts: 2,332

    Ptrope said:

    No arrow on the right side of my screen - the only one is on the left and leads to MY Sta.sh. It just wants me to do my own homework, I guess. wink

    Meanwhile, I loaded Sulu. The morph looks good, but the materials leave something to be desired. The dark 'eyeholes' in the face ware way too big and bleed over onto his eyelids, and with the entire outfit being a single unit, using a velvet shader also creates velvet pants and boots (!); I'm going to have to use the Geometry Editor to create separate surfaces for the pants and boots so I can create different textures appropriate to fabric and leather. That's actually pretty easy - easier than fixing his eyes; I may end up finidng another good Asian male character and borrowing their skin (very "Silence of the Lambs!")

    https://sta.sh/01px5q53s55q

    I downloaded and uploaded it again. I can also e-mail it to you directly. 

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  • PtropePtrope Posts: 682
    edited December 2023

    That worked - I got the download button this time laugh. Tanx!

    It is pointing to your local drives, so I'm going through the .DUF to eliminate the static drive paths - everything will start with "/Runtime/"; I also found a handful of images that are outside the Runtime/Textures/Ptrope path; I assume they're all ones you used for overhead screens.

    /C%3A/Users/tgrow.GABRAUN/Downloads/1442508131660102576.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/1442508132113232816.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/1442508132415819696.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/47436main_2003-11-a-large_web%5B1%5D.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/490404main_starbirth-pinwheel-670.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/pia18908-main.jpg

    I may end up doing what you did - packaging the entire bridge up as a scene for Studio users.

    Post edited by Ptrope on
  • TimbalesTimbales Posts: 2,332

    Ptrope said:

    That worked - I got the download button this time laugh. Tanx!

    It is pointing to your local drives, so I'm going through the .DUF to eliminate the static drive paths - everything will start with "/Runtime/"; I also found a handful of images that are outside the Runtime/Textures/Ptrope path; I assume they're all ones you used for overhead screens.

    /C%3A/Users/tgrow.GABRAUN/Downloads/1442508131660102576.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/1442508132113232816.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/1442508132415819696.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/47436main_2003-11-a-large_web%5B1%5D.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/490404main_starbirth-pinwheel-670.jpg
    /C%3A/Users/tgrow.GABRAUN/Downloads/pia18908-main.jpg

    I may end up doing what you did - packaging the entire bridge up as a scene for Studio users.

    Sorry, it's been quite a few years since I did that. I should take another crack at it using just your files. I know I've improved since I made it. 

  • PtropePtrope Posts: 682
    edited December 2023

    Almost done iRaying (?) mine - I need to look around and see if I can find whether anyone has actually charted the lighting setups used during the series (James Cawley probably has them wink).

    I retextured Sulu using "Lee for Genesis 8 Male" - it worked pretty well using 3DUK's morph.

    Enterprise Bridge 003 - 20231211.png
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    Post edited by Ptrope on
  • TimbalesTimbales Posts: 2,332
    I think at one time I went through and recreated your screens in Photoshop in a larger size with crisper shapes. I'd have to take a look. It's been years.
  • PtropePtrope Posts: 682

    I still need to replace most of the lower square monitor screens with higher-rez ones; I know someone was slowly creating great images of them, but I don't remember who it was.

  • rschulterschulte Posts: 489

    FleetAdmiral01 said:

    While Star Trek Fleet Command is my go to for character models it would seem that Star Trek Online has become my go to for ships. That's because STO's ship models ended up being used in Star Trek Picard. The Enterprise-F for example the remastered STO model was actually made for Picard Season 3.

    Your'e absolutely correct,   The ships in STO are absolutely the best.   

  • PtropePtrope Posts: 682
    edited December 2023

    I opened your iRay scene after saving my edits - looks great! I didn't try substituting any of the missing images, just so I could see where they were. Interesting that you and I used the same solution for basic lighting: an emissive cylinder in the ceiling wink; I placed mine all the way at the top, but I like how you brought it down to a more realistic height. (I've tried posting the image, but it keeps telling me there's no data found in the file - works fine on this end for me.)

    BTW, I found this site - the TOS Bridge Display Project laugh : https://tosdisplaysproject.wordpress.com/bridge-station-displays/communications/

    Post edited by Ptrope on
  • TimbalesTimbales Posts: 2,332
    Ptrope said:

    I opened your iRay scene after saving my edits - looks great! I didn't try substituting any of the missing images, just so I could see where they were. Interesting that you and I used the same solution for basic lighting: an emissive cylinder in the ceiling wink; I placed mine all the way at the top, but I like how you brought it down to a more realisting height. (I've tried posting the image, but it keeps telling me there's no data found in the file - works fine on this end for me.)

    BTW, I found this site - the TOS Bridge Display Project laugh : https://tosdisplaysproject.wordpress.com/bridge-station-displays/communications/

    That's a great resource
  • GoggerGogger Posts: 2,398

    Ptrope said:

    I may end up doing what you did - packaging the entire bridge up as a scene for Studio users.
    YES PLEASE! That would be AWESOME!
  • Gogger said:

    Ptrope said:

    I may end up doing what you did - packaging the entire bridge up as a scene for Studio users.
    YES PLEASE! That would be AWESOME!

    +1 

  • PtropePtrope Posts: 682

    I'm having just a little too much fun, it seems. Here are both mine and Tim's IRay setups - yeah, I've put a couple extras in there just to see how it looked.

    I finally managed to get the images to load by converting them from PNG to JPG. Really, DAZ?

    Enterprise Bridge 005 - 20231211 - ge.jpg
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    Enterprise Bridge 004 - 20231211 - timberoo.jpg
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  • TimbalesTimbales Posts: 2,332
    That looks great.
  • PtropePtrope Posts: 682
    edited December 2023

    Merry Christmas, Trekkies and Trekkers! If you've downloaded my bridge, here is a scene that converts all the materials (I think!) to iRay, and also includes a few extras: a chair with the opening for M'Ress's tail, an overhead set of screens that are above the main screen, and the extended seatback for the captain's chair from "Mirror, Mirror."

    Hopefully this will work - I'm not very online-tech savvy, ironically wink. I've zipped up the iRay .DUF of the bridge, and also the texture folder; unzip the .DUF to wherever you want it, and the textures folder to \Runtime\Textures\Ptrope\[unzip here - it will create the "TOS_Bridge" subfolder]

    The scene will ask for 3 images that aren't in the texture folder - they're the main display and the displays on the extra set of screens over it - I figure you can use your own images for these; the ones I used are silly cheeky. I made sure that all of the remaining image references point to that folder. Let me know if something else is missing.

    Bridge: https://sta.sh/01ve3sze73fy (3.4 mb ZIP)
    Textures: https://sta.sh/0u6xhkdv7ry (5.6 mb ZIP)

    Enterprise Bridge 007 - 20231211 - ge.jpg
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    Post edited by Ptrope on
  • Thank You

  • PtropePtrope Posts: 682

    My pleasure! Always happy to share yes

  • rschulterschulte Posts: 489

    Thank you!  Merry Christmas to you !

  • I got this message when I loaded the bridge

    /Runtime/Libraries/Props/Ptrope/TOS Bridge/Cage 2.0/Forward Overhead.pp2

    /Runtime/Libraries/Props/Ptrope/TOS Bridge/Chair Back.pp2

    /Runtime/Libraries/Props/Ptrope/TOS Bridge/Updates/Base mapped.pp2

    /Runtime/Libraries/Props/Ptrope/TOS Bridge/Updates/Forward Bridge - Series.pp2

    /Runtime/Libraries/Props/Ptrope/TOS Bridge/Updates/HelmNav mapped.pp2

    /Runtime/Libraries/Props/Ptrope/TOS Bridge/Updates/Railings - Stairs - Series.pp2

     

  • PtropePtrope Posts: 682

    OK, well, it appears that the DUF doesn't store the parts - I see a lot of geometry in the DUF, but apparently not all of it. I'll package those up, too. Anyone know if there's a way to force a scene to embed all the objects? That would be handy wink.

  • PtropePtrope Posts: 682
    edited December 2023

    OK, let's try this. I've packaged up a Poser Runtime structure - because that's how I have all of this saved; I haven't saved any of these assets as Studio props or subsets or whatever you want to call them wink. If you have a Poser library added to your Content, this can be unzipped into it, or you can create one and add it to your Content; if you do, I suggest you also drop the contents of the texture maps (Runtime\Textures\etc.) into it so you keep everything together. There are a LOT of OBJs in here - even ones that I haven't included PP2 files for, but, hey, you can still import them and play around with them, but I am 99% sure that this will supply all the missing components, and a bit more.

    https://sta.sh/0pqqbljuz8v (9.2 Mb zip)

    While I'm at it, I played around a bit and took a weird overhead shot of the bridge.

    Enterprise Bridge 008 - 20231214 - ge.jpg
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    txt
    txt
    Ptrope_TOS_Bridge_Assets_packing list.txt
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    Post edited by Ptrope on
  • rschulterschulte Posts: 489
    edited December 2023

    Thanks for this update....

     

    FYI....new freebies

    Magnus1781 released a TOS Spock (Nemoy) and Kirk (Shatner) morph for G8:
    https://www.deviantart.com/magnus1781/art/Various-VG-Characters-1001533311

    Ryselle-chan has released a Tholian for Daz:
    https://www.deviantart.com/ryselle-chan/art/Free-Download-Tholian-for-DAZ-Studio-1001977976

    _free_download__tholian_for_daz_studio_by_ryselle_chan_dgkjv5k-pre.jpg
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    Post edited by rschulte on
  • Thank you for the shoutout ♥

    The Tholian has a few minor bugs when in use, but those are fixable.

    Here is an image of how the model looks when in use:

     

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