Star Trek Builders Unite 8: THE REBOOT

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  • ericolsenericolsen Posts: 350
    genejoke said:

    A work in progress of Captain Rohk Ferronds ready room for the U.S.S. Albion. I initially intended to use the VP ready room but ended up making one from scratch. It's still got a ways to go but getting there.

    Interesting!  Is this a massive ship?  That's one of the bigger ready rooms I've seen!  Eat your hearts out, Sisko and Archer!

  • genejokegenejoke Posts: 129

    No, it's a smallish ship, comparable to voyager. I'm still making the ship model but it's essentially a larger version of the nova class. The idea was to combine the ready room and conference/meeting room, but I've been having second thoughts on that. 

    Also I'm working on transporter rooms slowly and attached is a quick jeffries tube model i made this morning,

     

     

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  • Odd that this is my first post. But did someone inquire about the DSC Uniform.

     

    I have one. 

    Yes I was looking for one that works in Daz

     

    The one I have is compatible with Genesis 8.

     

  • RedfernRedfern Posts: 1,598

    The official trailer for the new animated Trek series, "Lower Decks".

  • SpottedKittySpottedKitty Posts: 7,232
    Redfern said:

    The official trailer for the new animated Trek series, "Lower Decks".

    I dunno about Gene spinning in his grave, but my eyeballs are certainly spinning in their sockets. It's a bit... fast-paced, isn't it? Hopefully the actual episodes are a bit easier on the eye — and brain.

  • Well it is a trailer after all. They do tend to pile things on in trailers...

  • genejokegenejoke Posts: 129

     

     

    Redfern said:

    The official trailer for the new animated Trek series, "Lower Decks".

    I dunno about Gene spinning in his grave, but my eyeballs are certainly spinning in their sockets. It's a bit... fast-paced, isn't it? Hopefully the actual episodes are a bit easier on the eye — and brain.

    hmmm, well I know I'm not the target audience for this one... on the plus side it looks fun and shows a leeser scene aspect of trek.

  • SpottedKittySpottedKitty Posts: 7,232
    genejoke said:
    hmmm, well I know I'm not the target audience for this one... on the plus side it looks fun and shows a leeser scene aspect of trek.

    I don't think I am either — apparently it's by the same people as "Rick and Morty", which I don't think is all that funny, so...

  • Robert FreiseRobert Freise Posts: 4,433
    genejoke said:
    hmmm, well I know I'm not the target audience for this one... on the plus side it looks fun and shows a leeser scene aspect of trek.

    I don't think I am either — apparently it's by the same people as "Rick and Morty", which I don't think is all that funny, so...

    Welcome to the club

  • TimbalesTimbales Posts: 2,330
    I like Star Trek and I like Rick and Morty, but this isn't making me subscribe until the next season Discovery comes out. And honestly, I don't really dig Discovery all that much, so if the S3 trailers don't wow me, I may not even then.
  • ericolsenericolsen Posts: 350
    edited July 2020
    genejoke said:

    No, it's a smallish ship, comparable to voyager. I'm still making the ship model but it's essentially a larger version of the nova class. The idea was to combine the ready room and conference/meeting room, but I've been having second thoughts on that. 

    Also I'm working on transporter rooms slowly and attached is a quick jeffries tube model i made this morning,

     

    Nice work!  I'm a big fan of rduda's work on VP.  I often use them for personal projects as starting points.  The Galaxy-class ready room he did seemed a bit overscaled to my eye, so I brought the x and z dimensions down by 20%, and added some vertical wall stripes, and I think it looks pretty close to canon now. .  Here's the set at 80% with some extra props being used for a Nebula-class variant of mine that has a landing platform for larger craft (runabouts, etc) instead of a sensor pod or weapons module, as can be seen on the Nebula model in the room.

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    Post edited by ericolsen on
  • ericolsenericolsen Posts: 350

    Here 's a better internal and external view of my Nebula landing platform and the external configuration of the module section.  I've always figured there must be other variations for the Nebula than just a sensor pod or weapons module.  Those poor runabouts really need a friendly place to park apart from large stations, surely!  This is not canon of course, but I've been having fun playing around with this design.  Nebula model is flateric's, trimmed a bit for this variation.

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  • rschulterschulte Posts: 489

    California class USS Cerritos

    https://3dwarehouse.sketchup.com/model/dcd79639-86e3-4b3f-a9dc-f5bd2caee267/USS-Cerritos

    someone already tried doing the mesh

  • ericolsenericolsen Posts: 350

    Plane Easy Atmospheres is in the 4-hour Flashgrab sale right now.  I picked it up thinking it might be a way to add a bit of steam to a Klingon bridge.  Looking at the render in progress, it seems it might be a good way to do that.  I'll post my first experiment when done.

  • genejokegenejoke Posts: 129
    ericolsen said:

    Here 's a better internal and external view of my Nebula landing platform and the external configuration of the module section.  I've always figured there must be other variations for the Nebula than just a sensor pod or weapons module.  Those poor runabouts really need a friendly place to park apart from large stations, surely!  This is not canon of course, but I've been having fun playing around with this design.  Nebula model is flateric's, trimmed a bit for this variation.

    That all looks great, I've been doing something similar in regards to using sets as a starting point. others I'm making from scratch such as the transporter rooms and science labs.

  • genejokegenejoke Posts: 129

    I'm slowly working on the U.S.S. Albion, originally inspired by the nova class the design has evolved a bit. I still have more to add, but I'm fairly happy with the look.

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  • ericolsenericolsen Posts: 350
    genejoke said:

    I'm slowly working on the U.S.S. Albion, originally inspired by the nova class the design has evolved a bit. I still have more to add, but I'm fairly happy with the look.

    I like it, kind of like a Nova upgrade with some Sovvy design elements!

  • ericolsenericolsen Posts: 350

    Here's that Klingon bridge.  This is a render with Plane Easy Atmospheres.  I didn't do any tinkering with it, I just loaded a fog plane set to thin density.  I wanted to see what a light haze would look like.  I think it's pretty good, with the fog reacting to the light about how you'd expect.  The scene is only lit by two emissive objects, a red torus and white torus above the command chair.  So the haze is only really obvious near the ceiling up there, catching the red and white lights appropriately I think.

     

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  • AshleyTingerAshleyTinger Posts: 498

    I know I've been quiet-ish on here, but all my set building is finally starting to work out for me in my own little way, Tiny Trek Adventures.

    It's not the TMP sets I was working on for the longest time, but I'm going to be working my way up to that. ;)  Learned quite a bit building the TOS-advanced era sets I'm using here.

    I'm putting a new one out every Wednesday over on my DA page.


     

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  • genejokegenejoke Posts: 129
    ericolsen said:
    genejoke said:

    I'm slowly working on the U.S.S. Albion, originally inspired by the nova class the design has evolved a bit. I still have more to add, but I'm fairly happy with the look.

    I like it, kind of like a Nova upgrade with some Sovvy design elements!

    That's pretty much exactly what it is. the earlier version was much closer to the nova class, enough that I may as well have been using a nova class model instead of making my own. 

    Even as a test render the klingon bridge is looking great, I was looking at that plane easy atmospheres but I think i missed the 4 hour thing.

  • nightwolf1982nightwolf1982 Posts: 1,158

    Just grabbed the Shuttle Type-6 by Rduda, reeeeaaaaallllly bringing back fond memories for me.  Now if he'd just do a complete Runabout and a Type 9 Shuttle....

  • SpottedKittySpottedKitty Posts: 7,232
    edited July 2020

    Something weird going on here. I've converted Ptrope's TOS Bridge into proper D|S prop assets, and I'm working through converting all the materials to Iray. I thought I'd finally found a perfect shader for the tan/beige/whateveritis carpet (Burlap from Mec4d's PBS Shaders vol.2) but...

    The carpet around the edge of the Bridge and in the middle is all one surface, the carpet on the Helm/Nav Console base visible at the bottom is another surface. They're both set to Iray, and both have the Burlap shader. So why do they look different? Lighting for this render was a single point just below the ceiling, with a 2m disc geometry applied. I've since changed the lighting a bit and converted more of the Bridge consoles (and found a neat trick to do the grille lighting effect in the turbolift alcove), but this one glitch is a head-scratcher. Ideas, anyone?

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    Post edited by SpottedKitty on
  • JamesJABJamesJAB Posts: 1,760

    Something weird going on here. I've converted Ptrope's TOS Bridge into proper D|S prop assets, and I'm working through converting all the materials to Iray. I thought I'd finally found a perfect shader for the tan/beige/whateveritis carpet (Burlap from Mec4d's PBS Shaders vol.2) but...

    The carpet around the edge of the Bridge and in the middle is all one surface, the carpet on the Helm/Nav Console base visible at the bottom is another surface. They're both set to Iray, and both have the Burlap shader. So why do they look different? Lighting for this render was a single point just below the ceiling, with a 2m disc geometry applied. I've since changed the lighting a bit and converted more of the Bridge consoles (and found a neat trick to do the grille lighting effect in the turbolift alcove), but this one glitch is a head-scratcher. Ideas, anyone?

    Many years ago when I was playing with this bridge set, I had texture issues with the floor too.
    I ended up just redoing the UV mapping  for the floor material as one constant map when viewed from above.

  • SpottedKittySpottedKitty Posts: 7,232
    JamesJAB said:
    The carpet around the edge of the Bridge and in the middle is all one surface, the carpet on the Helm/Nav Console base visible at the bottom is another surface. They're both set to Iray, and both have the Burlap shader. So why do they look different? Lighting for this render was a single point just below the ceiling, with a 2m disc geometry applied. I've since changed the lighting a bit and converted more of the Bridge consoles (and found a neat trick to do the grille lighting effect in the turbolift alcove), but this one glitch is a head-scratcher. Ideas, anyone?

    Many years ago when I was playing with this bridge set, I had texture issues with the floor too.
    I ended up just redoing the UV mapping  for the floor material as one constant map when viewed from above.

    Talking about viewing from above — I made the Ceiling invisible and looked through the Top View. The two surfaces are even more different in colour, the Helm/Nav carpet is almost grey. Very weird.

    You might be on to something with the UV mapping, though; I remember last week while I was converting the props, I looked at a few surfaces through the UV View, and instead of a blank square or looking roughly like the shape from the mesh, some of them were just a random Etch-a-Sketch scribble. Now, I've been mostly using non-texture materials, e.g. the various plastics in PBS Shaders Vol1, so maybe the UV scribble is doing Weird Stuff™ to surfaces that do use texture maps? Is this sort of thing easy to fix?

    On the gripping hand, almost everything else about the conversion is going well, I even (finally!) managed to settle on a frosted glassy setting for the alert beacon that sits on the Helm/Nav Console that actually looks good. Still looks rubbish when I try lighting it up with an actual alert colour, maybe I'll put a point light inside it. I'll post another test render after I've got all the outer ring consoles sorted out, I still have a couple more to do.

  • I know I've been quiet-ish on here, but all my set building is finally starting to work out for me in my own little way, Tiny Trek Adventures.

    It's not the TMP sets I was working on for the longest time, but I'm going to be working my way up to that. ;)  Learned quite a bit building the TOS-advanced era sets I'm using here.

    I'm putting a new one out every Wednesday over on my DA page.


     

    These are GREAT!  LMAO

  • genejokegenejoke Posts: 129

    I'm still working on materials etc but the Albion is coming along. I'm undecided in the colour of the front "wings" or whatever they might be called. 

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  • danielbestdanielbest Posts: 11

    Does anyone know if there are any sets of Quarks bar or even just a dabo table that would work in DAZ?

  • ericolsenericolsen Posts: 350
    edited July 2020

    Does anyone know if there are any sets of Quarks bar or even just a dabo table that would work in DAZ?

    I don't recall seeing anything else related to DS9 on any of the regular sites, apart from a Bajorran springball court, and the round wheel-style airlock that I think is on VP.

    Post edited by ericolsen on
  • seanrseanr Posts: 0

    I'm having a devil of a time figuring out how to use any of these - seems they all require figures that are only available for purchse? I can't seem to find any that will work with only the free content you get with Daz. Paid content is a non-starter for me as I have no income at the moment thanks to all this crap going on. I'm not trying to do animation or anything, I just need a variety of characters in TMP and/or TWOK uniforms in a couple of different natural poses (walking, standing at a console, standing and talking, etc.) to populate still set renders like the one attached (which was made in Blender). The reference image I used in creating the attached render shows some good examples of what I mean. I'd greatly appreciate any help anyone could provide.

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  • Will DeckerWill Decker Posts: 188
    seanr said:

    I'm having a devil of a time figuring out how to use any of these - seems they all require figures that are only available for purchse? I can't seem to find any that will work with only the free content you get with Daz. Paid content is a non-starter for me as I have no income at the moment thanks to all this crap going on. I'm not trying to do animation or anything, I just need a variety of characters in TMP and/or TWOK uniforms in a couple of different natural poses (walking, standing at a console, standing and talking, etc.) to populate still set renders like the one attached (which was made in Blender). The reference image I used in creating the attached render shows some good examples of what I mean. I'd greatly appreciate any help anyone could provide.

    I have been trying to work on TMP uniforms for the Genesis 8 DAZ figures. I am still a long way off from finishing. Trying to get most of the uniforms right. 

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