Let's appreciate/discuss today's new releases - ongoing thread

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  • richardandtracyrichardandtracy Posts: 5,729

    richardandtracy said:

    I quite liked the Essential Stationery Props right up to the point I saw, or rather failed to see something - a fountain pen, however cheap. Pfft.

    Not really hugely impressed. ... I need to make one or two cheap modern FP's too. ...

    Regards,

    Richard

     

    There is a thing about putting your money where your mouth is. Well, in this case, not money, just effort. I have added a freebie 'Cheap Fountain Pen' to my range of fountain pens in the freebie forum to supplement the 'Essential Stationery Props' Set. It's here: https://www.daz3d.com/forums/discussion/comment/8154161/#Comment_8154161 . 

    With that essential add-on, my 'fountain pen absence' trauma is mitigated, and I can wholeheartedly recommend and appreciate the set. wink

    Regards,

    Richard.

  • mdingmding Posts: 1,248

    Many thanks, @richardandtracy!

  • HylasHylas Posts: 5,026

    https://www.daz3d.com/tma-kaya-for-genesis-9

    Kaya looks real good! Too bad that this PA only started making male characters in the G9 era... so no use for me crying

  • GordigGordig Posts: 10,095

    https://www.daz3d.com/neji-for-genesis-81-male

    I love Spows' morphs, but I wish they would collaborate with someone else for their textures. In the full-body shots, it looks like his torso is toon shaded.

  • HylasHylas Posts: 5,026

    Gordig said:

    https://www.daz3d.com/neji-for-genesis-81-male

    I love Spows' morphs, but I wish they would collaborate with someone else for their textures. In the full-body shots, it looks like his torso is toon shaded.

    I too thought that the body looks off, although I thought it was a sculpting issue. But perhaps it's a texture issue...

  • GordigGordig Posts: 10,095

    Honestly, the face texture isn't great either, but that torso....

  • HylasHylas Posts: 5,026

    Face morph is pretty great, though laugh

  • GordigGordig Posts: 10,095

    Oh yeah, like I said, I love the morphs. Also, despite not appearing in any of her promos, Diane comes with some pretty great eyebrows.

  • GordigGordig Posts: 10,095

    If anyone picks Neji up, could you throw, say, Kento skin on him and throw up a render?

  • crosswindcrosswind Posts: 7,162

    https://www.daz3d.com/neji-for-genesis-81-male

    ref. model was Bruce Lee ?! unfortunately.... the face... torso... muscles...

     

  • GordigGordig Posts: 10,095

    Almost definitely.

  • crosswindcrosswind Posts: 7,162

    Gordig said:

    Almost definitely.

    Only Mousso's Loong could be used by now, imo ~cool 

  • GordigGordig Posts: 10,095

    I don't think it's a particularly good likeness of his face (his head is much wider than Bruce's), but I'm pretty confident that's who it's modeled after.

  • ecks201ecks201 Posts: 446

    High School Toilet | Daz 3D

    The toilets at my school were nowhere near this posh. Looks more like a hotel.

  • PerttiAPerttiA Posts: 10,024

    ecks201 said:

    High School Toilet | Daz 3D

    The toilets at my school were nowhere near this posh. Looks more like a hotel.

    In the beginning of the seventies, ours was still an outhouse where we sat side by side with no dividers or screens between us. 

  • crosswindcrosswind Posts: 7,162

    Today is the opening day of this posh toilet...

  • richardandtracyrichardandtracy Posts: 5,729

    PerttiA said:

    ecks201 said:

    High School Toilet | Daz 3D

    The toilets at my school were nowhere near this posh. Looks more like a hotel.

    In the beginning of the seventies, ours was still an outhouse where we sat side by side with no dividers or screens between us. 

    At the senior school I went to it was a bit backward. There were two rows of toilets facing each other on either side of a central corridor. The doors started at neck level and went down to knee level when you were sitting on the trap, and you could hold a conversation and make eye contact with up to three people on the other side of the corridor. The corridor between the traps was roofed over for the first time the August before the September I went to the school. The school was 98 years old at that point. Until then, each row of traps only had a corrugated iron roof over them. The urinal at the end of the central corridor was fixed to a wall and had never been covered against the weather until that roof was built. That was 1979. Oh, did I mention it was a boarding school, so you couldn't hang on until you got home?

    Regards,

    Richard.

     

  • ecks201 said:

    High School Toilet | Daz 3D

    The toilets at my school were nowhere near this posh. Looks more like a hotel.

    Haha, I was thinking that, I know they can come like this, but as someone who's school bathrooms looked like this Google image: I can say we could only have wish for bathrooms as nice as this!
    PhotoE-1024x683.jpg
    1024 x 683 - 70K
  • Singular3DSingular3D Posts: 532

    I really like Joelle (https://www.daz3d.com/ea-joelle-for-genesis-8-female), because she is a bit different than the usual characters.

  • morrisonmpmorrisonmp Posts: 152

    Singular3D said:

    I really like Joelle (https://www.daz3d.com/ea-joelle-for-genesis-8-female), because she is a bit different than the usual characters.

    Joelle is great. I like her a lot. And I am also happy to support figures that are still coming out that are not G9.  

  • generalgameplayinggeneralgameplaying Posts: 517
    edited May 2023

    Destiny's Design said:

    ecks201 said:

    High School Toilet | Daz 3D

    The toilets at my school were nowhere near this posh. Looks more like a hotel.

    Haha, I was thinking that, I know they can come like this, but as someone who's school bathrooms looked like this Google image: I can say we could only have wish for bathrooms as nice as this!

    Indeed, school-wise, this product is in dire need of a "a week later" add-on, and so on. Could live with a rebranding with this one, though...

    Post edited by generalgameplaying on
  • Destiny's Design said:

    ecks201 said:

    High School Toilet | Daz 3D

    The toilets at my school were nowhere near this posh. Looks more like a hotel.

    Haha, I was thinking that, I know they can come like this, but as someone who's school bathrooms looked like this Google image: I can say we could only have wish for bathrooms as nice as this!

    Indeed, school-wise, this product is in dire need of a "a week later" add-on, and so on. Could live with a rebranding with this one, though...

    My thoughts on it is, I likely never use any of the products "as intended" anyway, just because my school was a dump, doesn't mean I can't look at this and think "Hmm, i reckon that'd make a nice hotel bathroom" or something ahaha
  • generalgameplayinggeneralgameplaying Posts: 517
    edited May 2023

    For further appreciation i'd throw in the small transport space ship. It looks pretty well thought out for what it seems to be supposed to be (actual air lock extra to cargo bay, shower, toilet, crew area, another area, retractable hidable cannons, and so on). 

     

    For nitpicking i'd at a (first glance) question...

    - No actual airlock towards the cargo bay (planet with not so breathable atmosphere, outside of hangar? Possible, but a little bit complicated, using a ladder coming from the outside, or inefficient with the large space...).

    - Pilot compartment / bridge no door (matter of taste, would make the other room an "airlock" towards the cargo bay, makes sense with separating vital areas ~ on the other hand the other room is separated too and has joysticks... still pilot compartment has glass, which may make it meaningful to have something there, and then again you could make it have an external emergency shield, if necessary - any shield/door/thing means an addition, though...).

    - (Guns can't go fully othogonal from hull. Not an actual issue, if you assume that flying around the ship is harder than for the ship to turn and multiple capable attackers being a pretty lethal problem anyway, considering theoretically possible trajectories. Missiles can be miracled up anywhere anyway, if needed.)

    - (Concept of moving containers ~ Robot? OK...)

     

    Perhaps i'll make it a somewhat initial project to have those soft/emergency airlocks, to fill in between ships (the given airlock is a prototype in a way, for a round one) or for pilot compartments or separating sections in case of need (also think of the Vanguard, for instance).

    (Pretty ...well... in terms of splendid in comparison.)

    Post edited by generalgameplaying on
  • morrisonmp said:

    Singular3D said:

    I really like Joelle (https://www.daz3d.com/ea-joelle-for-genesis-8-female), because she is a bit different than the usual characters.

    Joelle is great. I like her a lot. And I am also happy to support figures that are still coming out that are not G9.  
     

    I'm firmly invested in G9, but even I had to pick up this character. She's brilliant. Too many characters look like they're relatives of one another or that they share the same cosmetic surgeon, but Joelle is incredibly distinctive.

  • PixelSploitingPixelSploiting Posts: 898
    edited May 2023

    generalgameplaying said:

    For further appreciation i'd throw in the small transport space ship. It looks pretty well thought out for what it seems to be supposed to be (actual air lock extra to cargo bay, shower, toilet, crew area, another area, retractable hidable cannons, and so on). 

     

    For nitpicking i'd at a (first glance) question...

    - No actual airlock towards the cargo bay (planet with not so breathable atmosphere, outside of hangar? Possible, but a little bit complicated, using a ladder coming from the outside, or inefficient with the large space...).

    - Pilot compartment / bridge no door (matter of taste, would make the other room an "airlock" towards the cargo bay, makes sense with separating vital areas ~ on the other hand the other room is separated too and has joysticks... still pilot compartment has glass, which may make it meaningful to have something there, and then again you could make it have an external emergency shield, if necessary - any shield/door/thing means an addition, though...).

    - (Guns can't go fully othogonal from hull. Not an actual issue, if you assume that flying around the ship is harder than for the ship to turn and multiple capable attackers being a pretty lethal problem anyway, considering theoretically possible trajectories. Missiles can be miracled up anywhere anyway, if needed.)

    - (Concept of moving containers ~ Robot? OK...)

     

    Perhaps i'll make it a somewhat initial project to have those soft/emergency airlocks, to fill in between ships (the given airlock is a prototype in a way, for a round one) or for pilot compartments or separating sections in case of need (also think of the Vanguard, for instance).

    (Pretty ...well... in terms of splendid in comparison.)

     

     Airlocks/life support aren't necessary if the thing is supposed to be flown in EVA suits when in space/hostile conditions. You don't have airlocks in modern infantry vehicles, people simply wear gas masks if there's any risk of chemical weapons. Also, it comes with articulated thrusters so turning it around should be easy as it's only a matter of thrust applied in a given direction.

     

     

     More important, the model is compatible with this set from the same PA:

     

    https://www.daz3d.com/modular-scifi-interiors-kit

     

    More interiors and spaceships kept in the same style of texturing and detail. Visual consistency is important!

    Post edited by PixelSploiting on
  • generalgameplayinggeneralgameplaying Posts: 517
    edited May 2023

    PixelSploiting said:

     Airlocks/life support aren't necessary if the thing is supposed to be flown in EVA suits when in space/hostile conditions. You don't have airlocks in modern infantry vehicles, people simply wear gas masks if there's any risk of chemical weapons. Also, it comes with articulated thrusters so turning it around should be easy as it's only a matter of thrust applied in a given direction.

     

     

     More important, the model is compatible with this set from the same PA:

     

    https://www.daz3d.com/modular-scifi-interiors-kit

     

    More interiors and spaceships kept in the same style of texturing and detail. Visual consistency is important!

    Fair enough, though there is good reason to have a small airlock towards an area with potential contamination or which may not be breathable, where stuff could happen. 

    - Fast to evacuate.

    - Fast to decontaminate. 

     

    Just nitpicking, no complaints here.

     

    Considering the design:

    - Having to decontaminate the crew quarters is not favorable, if doable at all. If anything happens in the cargo hold, you even would have to pass the contaminated area to get to the airlock. I think this is a good reason to add something small, in terms of having some option there.

    - Potentially contaminated or prone to hazard environments, where the cargo hold is kept open, like on hazardous planets, rescue or combat missions under fire or with injuries.

    - Handling hazardous goods, which need checking upon, or just to have a safe route to the actual airlock.

    - An evacuated/non-breathable/otherwise space-dock where the cargo hold has to be kept open for a while, e.g. during loading/unloading/repairs.

    - VIP guests or couriers with or without ongoing cargo load/unload, but without a proper dock for the airlock. Default ground level-access with few stairs, if you will.

    - Using the cargo hold as a (-n improvised) hangar for small vehicles in space. Much more convenient to have an airlock and not wake up all people to evacuate the crew quarters...

    - (Much longer detached operation time than an infantry vehicle.)

     

    The design is pretty airlock-friendly. My absolute favorite here would be the addition of a retracting/folding air-seal/door put in two places, priority in that order:

    1. Floor level on top of the staircase to the cargo hold, horizontally. Most elegant and making most sense. Space suits and airlock can be reached in a safe way, small safety space, fits design-wise.

    2. Door-like towards the cockpit. Not wearing the helmet and not getting distracted by the other crew members.

     

    I'll probably try something myself there, as patching up doorways is a pretty common thing. Further in my scenario, fluid shields are a common thing ("force" field barely holding air, then filled with a pretty tough fluid-like shield that can harden), which could seal off the whole hangar instead of the cargo gate, or just the elevated section(s) in the cargo hold, certainly doorways, for various purposes. Further i might try to build a small set of improvised inflatable-like airlocks and sections between, up to a small on-deck or in-space hangar for something like the Shuttlestar, and maybe something for "make an airlock of any door", patching up corridors and doors with ad-hoc doors towards potentially hazardous places, also just thinking of (self-?) inflating emergency doors. Scavengers and rescue teams could use such too.

     

    Fitting visual style with that set is pretty cool, i agree on the usefulness in general, even if my typical scenario will more likely be a carnival of sorts anyway. 

    Post edited by generalgameplaying on
  • If you are building any kind of machine you have to consider tradeoffs in complexity vs cost and context in which it's going to be used. With flying crafts you also have to consider every pound of added weight because it's going to cost you in terms of engine thrust. The simpler the better, usually.

     

    It's not an unrealistic ship design. It looks like something that would be used traveling from a ship to the surface, not any kind of long distance craft.

     

    I have something like this in my homebrew SF setting. They don't bother adding extra mass and complexity to landers and shuttles because either you fly it in Earth-like conditions so you don't need airlocks/life support... Or you fly it between closed habitats and hostile conditions so everyone wears a spacesuit anyway.

     

    I like when scifi crafts look like something designed by real world engineers because sf authors too often forget that KISS principle is not related to tech levels.

  • generalgameplayinggeneralgameplaying Posts: 517
    edited May 2023

    PixelSploiting said:

    If you are building any kind of machine you have to consider tradeoffs in complexity vs cost and context in which it's going to be used. With flying crafts you also have to consider every pound of added weight because it's going to cost you in terms of engine thrust. The simpler the better, usually.

     

    It's not an unrealistic ship design. It looks like something that would be used traveling from a ship to the surface, not any kind of long distance craft.

     

    I have something like this in my homebrew SF setting. They don't bother adding extra mass and complexity to landers and shuttles because either you fly it in Earth-like conditions so you don't need airlocks/life support... Or you fly it between closed habitats and hostile conditions so everyone wears a spacesuit anyway.

     

    I like when scifi crafts look like something designed by real world engineers because sf authors too often forget that KISS principle is not related to tech levels.

    Sure, of course, KISS. It's certainly a good design.

    But on the other hand i think i have a pretty compelling argument with reaching the space suits and the airlock without being exposed to the potentially contaminated cargo hold by default ;). (Add to compelling: cleaning the beds and quarters after hazardous events just isn't efficient during operation. Beds and large horizontal propulsion machinery also might be compatible with in-space or even deep-space operation, thinking of less load but more fuel. Of course you can always leave out the not so relevant parts in storytelling, like how they got out of the quarters in the first place, and so on.)

    You have to imagine that's a crew of four to eight, taking turns to sleep, operatives, maybe it can serve as a command ship as well, a special operations carrier and so on. Not being able to seal off the upper floor between airlock, crew quarters and cargo hold, feels like having constructed a capable ship, and then removing half of the capabilities, in favor of solid shower and toilet rooms - probably not uncommon, not unreasonable, but...

     

    (I mean... i'm not complaining. I'll build something like that anyway. In my scenario any modernist confederation vessels, even spacesuits, have some emergency functions anyway. The folding/retracting air-seals are meant relatively light, harder than fluid shield, less hard than hull or default doors, thus still pretty light weight. Certainly a cargo ship carrying containers could afford that bit of extra weight, which sets it apart from the small shuttle, perhaps. Design-wise, closing off the floor level there is a modular addition, the model wouldn't need to be changed at all, so maybe i can do it :p.)

    Post edited by generalgameplaying on
  • Technically speaking, the only thing you have to do to add an airlock between the crew and the cargo area is to put a sliding door in this floor opening leading to a cargo bay staircase. If you have this starship interior I linked before there are matching modular door panels in it because the transport ship reuses models and textures from this set for its crew living quarters. 

    I'm going to remove crew quarters entirely because it's not something needed on a model that looks more like a transport shuttle. I'd rather have more cargo space there.

  • PorsimoPorsimo Posts: 359

    generalgameplaying said:

    PixelSploiting said:

    If you are building any kind of machine you have to consider tradeoffs in complexity vs cost and context in which it's going to be used. With flying crafts you also have to consider every pound of added weight because it's going to cost you in terms of engine thrust. The simpler the better, usually.

     

    It's not an unrealistic ship design. It looks like something that would be used traveling from a ship to the surface, not any kind of long distance craft.

     

    I have something like this in my homebrew SF setting. They don't bother adding extra mass and complexity to landers and shuttles because either you fly it in Earth-like conditions so you don't need airlocks/life support... Or you fly it between closed habitats and hostile conditions so everyone wears a spacesuit anyway.

     

    I like when scifi crafts look like something designed by real world engineers because sf authors too often forget that KISS principle is not related to tech levels.

    Sure, of course, KISS. It's certainly a good design.

    But on the other hand i think i have a pretty compelling argument with reaching the space suits and the airlock without being exposed to the potentially contaminated cargo hold by default ;). (Add to compelling: cleaning the beds and quarters after hazardous events just isn't efficient during operation. Beds and large horizontal propulsion machinery also might be compatible with in-space or even deep-space operation, thinking of less load but more fuel. Of course you can always leave out the not so relevant parts in storytelling, like how they got out of the quarters in the first place, and so on.)

    You have to imagine that's a crew of four to eight, taking turns to sleep, operatives, maybe it can serve as a command ship as well, a special operations carrier and so on. Not being able to seal off the upper floor between airlock, crew quarters and cargo hold, feels like having constructed a capable ship, and then removing half of the capabilities, in favor of solid shower and toilet rooms - probably not uncommon, not unreasonable, but...

     

    (I mean... i'm not complaining. I'll build something like that anyway. In my scenario any modernist confederation vessels, even spacesuits, have some emergency functions anyway. The folding/retracting air-seals are meant relatively light, harder than fluid shield, less hard than hull or default doors, thus still pretty light weight. Certainly a cargo ship carrying containers could afford that bit of extra weight, which sets it apart from the small shuttle, perhaps. Design-wise, closing off the floor level there is a modular addition, the model wouldn't need to be changed at all, so maybe i can do it :p.)

    Hi, I just wanted to chime in to say that I'm happy to know my design is reasonable to you, and I also really appreciate your "complaints". You make very valid and good points, and some them I did think of, but since this project was my first attempt at doing a spaceship with a full interior, some of the design solutions were done in hindsight - like the airlock-, some were left undone and some didn't even come to my mind. That's why posts like yours are good and I will keep your points in mind for the future projects!

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