Star Trek Builders Unite 3 “Runtime Amok”

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Comments

  • edited December 1969

    So many new toys to play with! ...And so little time to play with them!

    Anyhoo, using Bluto's excellent new morphs, I present... ODO!

    If I could make a suggestion, search for "Hero Hair" by Ice-boy at Renderosity's freestuff page. I think that style is perfect for Odo's hair, especially when you look at the blonde in the thumbnail. Just a thought; hope it helps. I really like where you're going with that morph.

    I actually already have the "Hero Hair", but, it lacks some necessary morphs. Because Odo's ears stick out so much, you really need to add more body to the sides of the hair. It's hard to explain, so, I'll let pictures do the speaking.

    odowip01.jpg
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    odowip04.jpg
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  • blutobluto Posts: 838
    edited December 1969

    that odo is freekin amazing bb3

  • jaguarry3jaguarry3 Posts: 230
    edited December 1969

    Check out the new V4 Cardassian morph from Dariofish. It is awesome

  • jaguarry3jaguarry3 Posts: 230
    edited December 1969

    Check out the new V4 Cardassian morph from Dariofish. It is awesome

    http://www.sharecg.com/v/67353/browse/11/Poser/Cardassian-Morph-for-V4#commentAnchor

  • MotoTsumeMotoTsume Posts: 520
    edited December 1969

    now we just need skin textures for the jem'hadar and these cardassians -

    oh and that one is also for m4 it seems

  • patience55patience55 Posts: 7,006
    edited December 1969

    Rduda said:
    Redfern said:
    Just puttering with the TW0K bridge Rduda shared last night. No remodeling, just playing with point lights.

    Sincerely,

    Bill

    These were 2 of my first bridges, maybe some days will revisit them to bring them up to stuff with my others. But I think every one would rather see new stuff.... Right?

    My motto tends to run along the line of "collect all that is collectable ...." but yes new stuff is great. For one thing the amount of work to update some files, well, it would make more sense to just make new files.

    And now the lines are back up ... what a storm!

    Here's the link for my viewer which wasn't made to fit any particular wall. One needs to do a little strategic stretching with it and not get too close to curved walls.

    http://www.sharecg.com/v/67348/view/11/Poser/ViewerFrame

  • edited December 1969

    bluto said:
    that odo is freekin amazing bb3

    I couldn't have done it with out you, Bluto.

  • blutobluto Posts: 838
    edited December 1969

    bluto said:
    that odo is freekin amazing bb3

    I couldn't have done it with out you, Bluto.

    speaking of which , now that you have the morphs.
    do you think you migh be able to knock out some bump maps to further detail the klingon ridges
    and the tellosians really need veins on the heads . a bump map would really put them over the top

  • jaguarry3jaguarry3 Posts: 230
    edited December 1969

    Not one but 2 Cardassian morphs :coolsmile: Sweet

    Cardassian_babes_2.jpg
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  • edited December 1969

    jaguarry3 said:
    Not one but 2 Cardassian morphs :coolsmile: Sweet

    We live in blessed times! :lol:

    Maybe it has to do with DS9's 20th anniversary...

  • jaguarry3jaguarry3 Posts: 230
    edited December 1969

    MotoTsume said:
    now we just need skin textures for the jem'hadar and these cardassians -

    oh and that one is also for m4 it seems

    Good catch I wouldn't have thought to try applying it to M4

    Male_Cardassian.jpg
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  • edited December 1969

    bluto said:
    bluto said:
    that odo is freekin amazing bb3

    I couldn't have done it with out you, Bluto.

    speaking of which , now that you have the morphs.
    do you think you migh be able to knock out some bump maps to further detail the klingon ridges
    and the tellosians really need veins on the heads . a bump map would really put them over the top

    The Telosians would be first. Veins are easy! ;-)

    But, to correct you. Veins and raised detail are better as a displacement map. I find that anything above the surface level should be a displacement, and anything below surface level is better as a bump.

  • edited December 1969

    Yet another in my long line of "Works-In-Progress"...

    COLONEL KIRA NERYS!

    This one was a toughie in terms of getting a good likeness. The V4 Morphs++ just weren't enough. I had to get i13's Bone Structure from Renderosity to get the chin right. The nose ridges are a displacement map.

    Blubeetle, that is an amazing work. I hope you will share it with us; I've got a Kira Nerys project cobbled together, and I'd discard everything I had in favor of that morph.

    I think the tight little wrinkles at the corners of her mouth really do it. That's some great attention to detail.

    Sarge, check your PMs.

  • RedfernRedfern Posts: 1,601
    edited December 1969

    bluto said:
    ...and the Talosians really need veins on the heads . a bump map would really put them over the top

    Here's something that might help. Though it might work better upon a Gen' 3 figure since the mapping for the head is a bit more unrolled like a scroll.

    Sincerely,

    Bill

    Vein-Network.jpg
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  • RedfernRedfern Posts: 1,601
    edited December 1969

    Here's the effect when applied as a displacement map upon Hitoro for Hiro 3.

    Sincerely,

    Bill

    Talosian-J-1.jpg
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  • RedfernRedfern Posts: 1,601
    edited December 1969

    Shoot, I'll just supply the map for anyone using Gen' 3 figures.

    Create an image based Poser node loaded with this image and plug it into the displacement channel with a setting of 0.005.

    I'll let someone else create a v4 and/or M4 version using the "template" two posts above.

    Sincerely,

    Bill

    Veins-J-3.jpg
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  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Progress report: this is what I've got so far. Thank you Patience55!!
    Just one more screen to go. Then I'm going to say done and go with it.

    Progress-so-far--WEB.jpg
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  • mdbruffymdbruffy Posts: 2,345
    edited February 2013

    It's done. At some point between TMP and TWOK, the Enterprise got a new bridge module- yeah, the first of many. Now, for a general outline, the model was fine. But for the kind of details we usually go for, the weapons console needed more detailing. But to be really accurate, that would require re-building the mesh- which I do not have the skills for. So, using Google Sketch-up, I created what modifications I could and went for a "Inspired by" look. Hope folks agree with it.

    Weapons-console,-etc.all--W_.jpg
    1920 x 1080 - 183K
    Post edited by mdbruffy on
  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    Progress report: this is what I've got so far. Thank you Patience55!!
    Just one more screen to go. Then I'm going to say done and go with it.

    You're welcome. Nice to see it'll work.

  • MattymanxMattymanx Posts: 6,902
    edited February 2013

    mdbruffy said:
    This is the obj conversion of the 3DS Max StII Bridge. The walls don't show up-hell half the model doesn't show up till it's rendered- and look at the viewscreen's frame...

    I just looked at that model in Silo and Carrara and I can tell you there is a LOT of wasted mesh in there. Not to mention its triangulated in 3DSM so there is no hope of getting it out in quads.

    If you have access to Carrara, I recommend you first export the mesh from 3DSM as Polygons and then import in Carrara as polymesh (per material). Editing it in Carrara, you can select a piece at a time and remove the unwanted faces.

    Also, if you import with auto scale in Carrara the first time, when you are finally finished and ready to export, do so at 43% (make sure you group the model with itself to get the proper scale) and import in DS at Poser scale and you should get it as close as possible to the correct size. Btw, 43% is not a magical number, I checked on my end first what was best.

    Post edited by Mattymanx on
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Mattymanx said:
    mdbruffy said:
    This is the obj conversion of the 3DS Max StII Bridge. The walls don't show up-hell half the model doesn't show up till it's rendered- and look at the viewscreen's frame...

    I just looked at that model in Silo and Carrara and I can tell you there is a LOT of wasted mesh in there. Not to mention its triangulated in 3DSM so there is no hope of getting it out in quads.

    If you have access to Carrara, I recommend you first export the mesh from 3DSM as Polygons and then import in Carrara as polymesh (per material). Editing it in Carrara, you can select a piece at a time and remove the unwanted faces.

    I don't have Carrara and I don't know the first thing about taking meshes apart.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Okay I have part two of the Making Uniforms done ... if anybody into making clothing wouldn't might taking a look. Feedback would be appreciated as to the Smart Content field idea. Thank you.

    And to note that in the long run of matters; all clothing that could be assigned there does not have to be for Genesis.

    http://www.sharecg.com/v/67372/view/3/PDF-Tutorial/Making_Uniforms_Part_Two

    http://www.mediafire.com/view/?knjnc4lfjkc16zu Making Uniform Part Two
    [sometimes garbles pdf files, so if it does a re-download is required -- or can be viewed online]

  • NV OracleNV Oracle Posts: 139
    edited December 1969

    mdbruffy said:
    It's done. At some point between TMP and TWOK, the Enterprise got a new bridge module- yeah, the first of many. Now, for a general outline, the model was fine. But for the kind of details we usually go for, the weapons console needed more detailing. But to be really accurate, that would require re-building the mesh- which I do not have the skills for. So, using Google Sketch-up, I created what modifications I could and went for a "Inspired by" look. Hope folks agree with it.

    It's looking pretty good to me, Madison. IMHO, for what it's worth, it doesn't have to be exact, and it looks close enough, especially if you're going to use that weapons/security station off to the left.

    Can't wait to see what you do with it.

    You're friend
    Oracle

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    NV Oracle said:
    mdbruffy said:
    It's done. At some point between TMP and TWOK, the Enterprise got a new bridge module- yeah, the first of many. Now, for a general outline, the model was fine. But for the kind of details we usually go for, the weapons console needed more detailing. But to be really accurate, that would require re-building the mesh- which I do not have the skills for. So, using Google Sketch-up, I created what modifications I could and went for a "Inspired by" look. Hope folks agree with it.

    It's looking pretty good to me, Madison. IMHO, for what it's worth, it doesn't have to be exact, and it looks close enough, especially if you're going to use that weapons/security station off to the left.

    Can't wait to see what you do with it.

    You're friend
    Oracle

    Well, I'm expecting the weapons station to see use in books 9 and 10.

  • PDSmithPDSmith Posts: 712
    edited December 1969
  • patience55patience55 Posts: 7,006
    edited December 1969

    I didn't want to get hopes up, but it worked! This is NOT rigged. These are 2 props. One for closed, one for open.
    Resize them, position them to their place(s) .... this type of viewer is also used on the Reliant.
    To late to package things tonight ... sometime after the sun rises lol ...

    ViewerClosed.jpg
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    ViewerOpen.jpg
    600 x 492 - 26K
  • blutobluto Posts: 838
    edited December 1969

    paul , is there something i missed or have you added my space people morphs to the list yet?

  • patience55patience55 Posts: 7,006
    edited December 1969

    The morphs worked nicely Bluto, thank you.

    .......................

    Not sure if I put this in the right category or if the site has made some changes ... hopefully the submission to group went through somehow!

    http://patience55anotherone.deviantart.com/art/WOK-Viewer-353730681 For the above mentioned Targeting Scope/Viewer.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    has anyone heard from Ruda lately? I know some have received his bridge files. I'm still waiting. I've sent a PM and an e-mail both. He doesn't live up north in all that snow does he?

  • patience55patience55 Posts: 7,006
    edited December 1969

    mdbruffy said:
    has anyone heard from Ruda lately? I know some have received his bridge files. I'm still waiting. I've sent a PM and an e-mail both. He doesn't live up north in all that snow does he?

    Received mine Friday night. Haven't heard from him since.
    One of them is the zip we all have fun trying to figure out how to unzip. I right click and open with 'Windows Explorer', drag the file out and it copies unzipped to the new folder.

This discussion has been closed.