Star Trek Builders Unite 2 "Renderings on the Edge of Forever"
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In Poser, you'd just take it into the material room and change the textures. Don't know about D/S.
attempt at a female Tellarite
Just messing around yesterday:
Worf Start:
ssgbryan - I've never had success applying a texture map to the railing in that set. You may need re-map the mesh, unfortunately I don't know how to do that.
ok . i have been curious ever since you first started posting pics of bob, so now i have to ask .
what are you using for the battle tunic ? wilt the adition of a good bump mag that could look like it came off the show .
i shall try to model some of the klingon transport and com badges as soon as i get a little more time
i always thought this looked a little klingon too
http://www.daz3d.com/shop/clothing-accessories/uniforms-costumes/noctem
Well, I don't know how to get the texture to tile - just going into the material room and applying a texture map doesn't do it.
In this example, I applied one of the Dreamland textures to the lift door and the railing - the railing & edging change color, but don't show the grain, and the lift door grain is much too large.
I know I am doing something wrong, but I don't know what.
Okay, just checked my copy of this bridge and I see what the problem is. There has never been an actual texture map for those parts of the bridge. You'll have to export objs and map them so you'll have templates to create the maps from.
Well, I don't know how to get the texture to tile - just going into the material room and applying a texture map doesn't do it.
In this example, I applied one of the Dreamland textures to the lift door and the railing - the railing & edging change color, but don't show the grain, and the lift door grain is much too large.
I know I am doing something wrong, but I don't know what.
Firstly, the railings aren't UV-mapped - there didn't seem to be any reason to, since they were a solid color. You might, however, be able to get something like woodgrain using a procedural color rather than a texture map. Applying a texture map to an unmapped surface will only give you the average color of the image over the entire surface. The only good way to UV-map the railings would be to do each section individually, so the grain flows believably - you wouldn't do the railings as all one piece, unless you just do a planar map from the y-axis, and then make a specific texture map that would essentially be a 'snapshot' of the top of the railings.
The doors are UV-mapped, so they could be made into Mirror Universe doors with the Empire logo on them. If you want to tile a texture map in Poser, just go into the Advanced tab, and on the panel for the texture map, change the U and V values to something smaller than 1.000000 (which is full size - any smaller number is that percentage of the full size).
Is there an advantage to using XCalPro's helm/nav? I tried to make the one in my set pretty clean and detailed. I might have to get XCalPro's and take a look at it ;).
ok . i have been curious ever since you first started posting pics of bob, so now i have to ask .
what are you using for the battle tunic ? wilt the adition of a good bump mag that could look like it came off the show .
i shall try to model some of the klingon transport and com badges as soon as i get a little more time
What am I using? Why, that's our old friend the M4 Valiant tunic. I did texture maps, spectral maps, transpanency maps, bump maps, and displacement maps. The gauntlets and belt buckle I made with primatives in Poser that I modefied in Hexagon. The collar was a M3 Tribal collar that I heavily modefied in Hexagon.
Oh, and the pants and boots are M4 Fairytale Prince retextured by me.
Captain's Poses for Sydney
Updated on the freebie list under poses.
- Paul
New Galaxy Class dreadnaught - mattymanx conversion
Looks good!
Let me know what eveyone thinks of them.
I don't get feed back...I just post the links like my predecessors did when they started the thread.
that being said..
I don't have Sydney but what I have seen they look good
Once up on a time, I did start on a Cage-era modification of the bridge - I'll look in my work files and see if I still have them handy (so many computer failures since then ;) ). This image was my "Cage 2.0" progress - notice that I went around and started radiusing all the corners; I hadn't gotten to modifying the overhead screens. Eventually, the idea was to make all of the control panels touchscreens, but NOT LCARS ...
Workstations for a square room would probably require a ground-up effort - I'll look into it, but I can't promise anything at the moment.
Cool image though...
David
character idea - half Betazed/half Klingon science officer
inspired by the pairing of Troi and Worf, but mine has a full Betazed father and a Klingon mother
Cool idea...
Cool idea...
thanks :)
Thanks! :) And thanks, GRFK DSGN Unlimited.
I just checked my upload folder, and lo and behold, the "Cage" base is in there still! Someone else had requested it - what, a couple years ago? - I don't recall who wanted it at the time (it's in one of the old, now-lost threads :( )
Give this a shot: http://www.ptrope.com/Star_Trek_Reanimated/Downloads/Cage_Base_WIP.zip
It replaces the entire base of the regular set, since the screen and forward sections on either side of it were part of the same model; it also includes the lift alcove. If it's the same thing I rendered, it does NOT have the forward door.