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Ah, got it! I didn't notice the TrekMeshes site has two versions of the shuttle — both made by Kenny Mitchell. There's a plain white one, just the shuttle, and a colourful one (presumably Vulcan registry) including both the shuttle and the warp sled, as seen in ST:TMP. I've just used PoseRay to split the combined model into two and convert them to .obj format for importing into DAZ|Studio. This shouldn't take long.
<later> Well, maybe it will. Both models have a severe case of reversed normals all over the place; I'm working my way through fixing it, but this could take a while.
<a couple of hours later> Yes it did. I think I might have missed a few polys, but I've got all the big ones unreversed. Saved to D|S .duf format, I'll worry about the Iray materials when my eyeballs aren't feeling like overcooked plomeek soup.
About that Vulcan Shuttle and warp sled — are there supposed to be textures only for the shuttlecraft? I can't find any textures applied to the warp sled, apart from one bump map on the Impulse drive glowy-greeblie.
On the plus side, I think I've worked out how to apply the alpha channel/decal maps to overlay the names and markings. If only the file names were a bit more self-consistent, maps that should go together are all over the place.
Oh, that's nice, the decal for the top surface doesn't fit on the top surface...
Oh, that's even better — the UV offsets for the surfaces I've checked so far are just that, offset. They don't fit. I wonder if this is a Lightwave idiosyncracy.
Well, I grabbed the Vulcan shuttle, ran it through PoseRay to convert it into OBJ, and then imported it at Lightwave scale. I haven't tried inserting it into the TOS shuttebay from ShareCG yet though. But, yeah, the thing was bigger than I expected, so I'm happy to know someone is working on a version split off into the the warp-sled section and the actual shuttle section. I'd honestly forgotten the Vulcan shuttle had split off into two modules like that in the movie. It's been a good while since I last watched it.
On a different note, I've also been playing with the Customizable Shuttlecraft by Raul Mamaru, and while I want to change the name on the shuttlecraft, I can't for the life of me figure out where on the actual model this bit can be changed. Poking around through all of the Surfaces stuff, nowhere in any of the applied shaders does it seem to reference a texture that contains the name information, and there's nothing in the included readmes that describes how to actually apply the changed textures onto the model. Am I missing something? Am I looking in the wrong place?
Also, the readme that mentions a particular type-font to download and install links me to a page that 404s me, so apparently I'll need to find a different font that looks similar enough to the one on the TOS shuttle. Any help on that? Ideally it would need to be something I could use in Paint.net, since I don't have Photoshop, though I do have a pluggin for Paint.net that reads PSU files,
edit: Okay, loaded the shuttlebay, imported the Vulcan shuttle again. (I hadn't bothered to save it in DS yet. Still haven't gotten round to that. :) ) Amusingly, the Vulcan shuttle, when imported, arrives with almost all of the warp-sled part of it below the floor (and I can shift it downward slightly more as needed), but with the meant-to-seperate section conveniently fully inside the shuttlebay... tho a little too close to one wall, and kinda facing the wrong direction. ("Wait, did that guy pilot the shuttle in BACKWARDS?!? And WOW did he almost dent the fenders!" :D ) Trivially easy to shift the shuttle around in there as needed, though, but... WOW is that still one flipping big shuttle. HAH! Way overkill for what I'm wanting in the scene. I'm probably better off just plopping the Customisable Shuttlecraft in there and slapping a Vulcan-ish sounding name onto the sides of it. **Giggles**
On a different note, when I loaded the TOS shuttlebay, it complained about a missing texture, which appears to be set to an absolute path instead of a relative-to-the-Runtime path, and looks like it was tied to something starfield related, so I'm guessing it's something meant to be seen out a window somewhere. Not a big deal, but anyone know what that's about?
Specifically, the file seems to be f:/daz overflow/textures/backgrounds/stars.jpg There doesn't seem to be a sky-sphere included in the scene, though, so I'm guessing it's tied to a window or to something showing on a control panal somewhere.
Did you grab the 3DS version of the shuttle or the Poser conversion at Trekmeshes?
I have 3D ST fonts here - https://www.deviantart.com/mattymanx/art/Star-Trek-3D-Font-Pack-339642352
The Vulcan shuttle is the LWO one from Trekmeshes, and the TOS shuttle is the Poser one from there. Haven't played with Hexagon much.
So, anyone know how I'm meant to take the modified hull textures produced from the templates boxxed with the Customizable Shuttle and apply them into the shuttle?
Raul made the template so that all you need to do is erase the names in it and do your own and then apply that as the diffuse map to the Galileo.
In the Poser version, I set it up so that they black text and red text for the names could be removed by setting the opacity to 0. Then you can apply the new diffuse map you make with the new name.
As for the fonts, try this one, it looks TOS - https://www.fontineed.com/font/trek_regular
Yeah, figured out the NCC stuff and the Galileo logo disappear if I set Red and Black to apacity 0, but I still haven't figured out what part of the Surfaces I'm meant to apply my modded ship-names textures onto.
Looking at the details of the shuttlecraft, I see you've just used the textures exactly as they apply. I've discovered that the UVMapping of (I think) all the surfaces is offset — I fixed them by shifting the tiling offset values for each surface until I'd guesstimated the proper positions.
What's really annoying me about this model, though, is the lack of textures for the warp sled. I've found photos of the original movie prop, and it has the same kind of purple-ish colour scheme as the shuttlecraft, plus Vulcan text along the sides.
Speaking of which, I got that to work on the shuttle by using the Alpha and Decal maps and the Diffuse Overlay parameters (must be in Metallicity/Roughness mode to use this). Put the Alpha maps into Diffuse Overlay Weight (set the value to 1), and the Decal maps into Diffuse Overlay Color. You won't see the overlay until you render, but don't worry about everything matching with the offsets, all the maps are moved at the same time.
The template replaces the diffuse map. I am not at my other computer to check this but just look at the template and then look at the few surfaces on the shuttle and you will see which one it is.
Okay, on a different note... how do I make my Vulcan characters look ever so slightly, barely-discernably green? I have Fantasy Skins for Genesis 3, and when I apply G3FS 01a Light Green SSS 01 onto a fairly light caucasion skin, it looks suitably subtle when seen in Perspective VIew, but when I render the scene, he comes out looking much closer to Orion Slave Guy than Important Vulcan Guy. 0o
Is there some other way to get a good, barely-green skin tint onto a Genesis 3 guy in iRay? Has someone made a Vulcan skin for G3M?
Am I missing something, somewhere? 0O
edit: Slightly more obvious with the Headlamp off.
I guess a related question to the above is,,, I went to DDG, did a search for Star Trek Vulcan, looked at lots of resulting pictures of Vulcans, and on a few of them you can see a slight hint of green, but on a number of them they just look like regular-human skintones, How do most of you guys handle making Vulcan characters, both in fan art, and in renders? Should I even bother with trying to make my Vulcan characters look slightly green, or would I be better off just using regular human-ish skintones?
I would suggest going with more of a very, very pale yellow mixed with otherwise human flesh tones. Of course, thie technique works best with western European caucasian tones. That was the "trick" makeup artist Fred Phillips used when developing Nimoy's makeup. In fact, the formula he concocted is used to this day (depending on the susbject) prefaced with the leters "LN" for Leonard Nimoy.
Sincerely,
Bill
It'll probably take a lot of experimentation to get it right because green is a very strong color. It's easy to oversaturate it but it's noticeable if it's not there. Case and point: the lighting on the Borg sets in First Contact vs. the lighting in Voyager.
(Switches it to G3FS 01a Light Yellow SSS 01) So, something like this, then? Yes, that does look closer to what I'm going for. :D
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I need a obj format that will do well in close up. Got the buss stop ready... any ship really as long as it's obvioussly trek.
STO - O'moran@ikyotojin - add me so we can stomp some borg.
USS Lochinvar. circa 2159 . A little model I made in Hexagon
can we get a poser conversion?
Just gave Ashley Tinger's new Sephora Bridge a try. Naturally, I couldn't resist playing around with the color scheme a little. This will eventually be the bridge of the USS Anubis, NCC-586 (according to the Franz Joseph tech manual).
Has anyone seen any mirror universe outfits for the males? Using Genesis 3, but could convert it if it's for an older figure. Particularly the one for Kirk:
Just gave Ashley Tinger's new Sephora Bridge a try. Naturally, I couldn't resist playing around with the color scheme a little. This will eventually be the bridge of the USS Anubis, NCC-586 (according to the Franz Joseph tech manual).
There is the Conqueror uniform for G2 on VanishingPoint. Granted there isn't an actual Kirk version, but a metallic fabric shader would probably work fine on the vest.
Cool. Thanks Night-Forager!
Now hopefully it goes on sale real soon.
This is my version done for M4 using Vaiiant outfit and pirate sash
Hope to use that someday :D
Who is considering using this with the bridge or other sets? ;) - I don't know if it's as large as Desilu Stage 9, but it would be a good start.
https://www.daz3d.com/behind-the-scenes--studio-building
I might have to make all the wooden framing behind my sets ...
Working on it. :) I have like 3 sets that are just about complete and need some tweaking as I borrowed some stuff for them before I thought about releasing them (and I'm definitely not going to clump it with someone else's work). So I have a few things to rebuild.
It looks like the exploded version would let you build that bigger if you needed to.