Davo Appreciation Thread

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Still no love? wow...

    Put this one together a couple of months ago, just didn't get around to actually making the images until last week..

    I made the space backgrounds in Photoshop CS2..

    Cool. What parts and pieces did you use? Is that a plugin/action you're using to make the stars?

    David

    I used the Ultimate Space Tutorial on DA: http://browse.deviantart.com/?qh=&section;=&global=1&q=star+tutorial&offset=24#/di7al3

    The ship is made from parts from several sets; FVCS of course, the MACH 1 set (the cockpit), Modular bay (for the Airlock parts), and Capital Ships 1 and 3. The interior is SFCS 1 and 2 (with new textures from Powerfusion3d.com) and a few parts from the GVCS set.

  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Turned out another, The DurYing Shuttle..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    The other two, and a bonus from the cargo-bay in the last image of the previous post..

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  • GreycatGreycat Posts: 332
    edited December 1969

    I made an interesting discover; constructs I loaded into DAZ studio just six months ago blew apart, but I loaded the same construct today and everything is fine. There must have been changes to the latest version of DS

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Greycat said:
    I made an interesting discover; constructs I loaded into DAZ studio just six months ago blew apart, but I loaded the same construct today and everything is fine. There must have been changes to the latest version of DS

    Wow, took'em long enough. My computer is too weak to use the latest versions of D|S (I'm stuck with 2.3), but I found that when I was building in Poser, if everything was parented to a null it would translate fine to D|S, with the exception of parts using the taper morphs. I would bypass that problem by exporting the tapered part as .objs and then importing them back in as static props. I keep a few key parts in my props folder tapered since I mostly just use D|S now.

    I really only keep Poser (6) around so I can hack .obj's out of other parts.

  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    The Xanthippe (zan•TEE•pay) Transport. Full description and higher resolution images on my DeviantArt page..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    And the upper deck...

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Another for this week: The Kodan Shuttle.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    And the interior.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Looking for some holiday cash, I'm offering cheap commissions on images of modifications to my existing ship designs; to that end, I threw together this Handy Weapon Systems Chart for people to customize theirs...

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Well, I guess this has become my personal Space Ship Showcase thread...

    Most groups on DA only let me post an image once every seven days, so when I had two ships ready to go last week I had to choose. This week I got smart and just did a joint image for the base of each set.

    The Gator and the Gelph Shuttles.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Continued..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    And the last few:

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    This week is a bit of a departure for me, a pure military design, The Sulwar Military Shuttle.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    and the last two...

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  • M F MM F M Posts: 1,388
    edited December 1969

    The cutaways are always very impressive (^_^)d - reminds me of one of the "micro-management" SF tactical games at GOG. Do you ever do animated walkthroughs of the cabins?

  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    M F M said:
    The cutaways are always very impressive (^_^)d - reminds me of one of the "micro-management" SF tactical games at GOG. Do you ever do animated walkthroughs of the cabins?

    Sadly, no. I haven't messed with animation for several years, and then it was in Poser 6; I use D|S 2.3, which is the highest version my old laptop can run.. maybe after I've been able to upgrade, whenever that happens..

  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Latest work, The Hammerhead Shuttle.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    and the upper deck..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Another couple I've done. This is a Police outpost station, manufactured by Korvadyne and sold at a discount to governments that buy the Hammerhead.

    And then there's the Korvadyne Station, where they're headquartered and manufacture/modify crafts for sale. This also represents my first attempt at creating a gas giant planet.

    -Mike

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    I hope everyone had a good holiday season. Here's my latest, The Minnow Shuttle.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Huh.. I forgot to post my last design, and now I'm sitting on two more for tomorrow.... Guess I'll have to split them up...

    Here's the Yeti 1300..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    And a beauty shot for scale and a peek at that entrance ramp...

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Here's the first two Fighter Craft from Korvadyne, The Gadfly and the Gnat.

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Gadfly Interior and the Gnat..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    And the Gnat interior..

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    The Wedge Freighter is Korvadyne's most affordable atmosphere capable bulk freighter. Designed for a crew of four to nine, the stock model has no passenger cabins, instead maximizing it's cargo capacity with one and a half decks taken by the primary cargo bay.

    Capable of carrying 42 to 52 standard medium cargo containers (not recommended beyond 42 as this leaves no room to move them around or access containers not near the door) and still carry supplies for a full crew compliment for up to a year, the Wedge can make the long hauls that bring in a good profit.

    The only drawback to the stock model is it's lack of defensive weaponry, but Korvadyne is happy to mount the weapon systems of your choice, and it already has two turret placements ready and wired to control systems on the bridge. Buy now and get a discount on a pair of Gnat fighters that can ride under the airlocks!

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  • MADMANMIKEMADMANMIKE Posts: 407
    edited December 1969

    Deck one has the primary loading bay and ramp; cargo containers are taken into the main lift on their way to the expansive cargo bay on deck two. Beyond the lift is the pantry with four collapsible temperature controlled storage boxes and room for several other containers to supply a long voyage. Through the pantry is an additional airlock with a step ramp to allow crew members to pass should the loading bay be used for extra cargo.

    The landing gear assemblies occupy a substantial amount of space on deck one, but their size is necessary due to the height of the Wedge Freighter.


    Deck two is the primary cargo hold, with it's forward section featuring an independent gravity control system (functional planet-side!) allowing for the safe stacking of cargo-containers, as well as a robotic crane lift system. Although the bay can handle fifty-one containers, it's best to limit a load to 42; this leaves room to move containers around and thus allows access to all contents; any more will mean landing and removing containers to get to specific cargo...

    The primary lift has doors fore and aft to optimize the speed of loading and unloading.


    Deck three is the primary living space for the crew; the forward section is occupied by the double height of the cargo bay on deck two, but windows allow observation of the cargo bay from the kitchen and dining area (and provide an illusion of extra space in the cramped confines). Primary crew quarters features a bunk room for six, a large head with three showers and two toilets, and an officer's bunk room for two with private head. Also on this level are the primary airlocks (good for ship to ship, ship to station, or EVA), a small medical bay, primary engineering, hydroponics and a small workshop, as well as the stairs to access deck four.


    Deck four is the command deck. Accessed by stairs at the rear, this level has the bridge, captain's mess and captain's quarters. While designed for a minimum crew of four, all controls can be slaved to the captain's station, but this reduces efficiency in high pressure situations (such as combat; evasive maneuvers and weapon systems cannot be activated simultaneously by one person without the addition of crew automations/A.I.s).

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  • wsterdanwsterdan Posts: 2,339
    edited December 1969

    Beautiful stuff, as always, inspirational as well. If you ever decide to start selling some of your designs, make sure to let us know.

    --Walt Sterdan

  • ChromaDrakeChromaDrake Posts: 288
    edited January 2013

    Really great vehicles! I really like the layout of the last one. Starship deckplans are also cool to see. I particularly like the description of the details and little touches like a window into the cargo hold to give the illusion of great space. Nice job.

    Just out of curiosity, is this still a Davo Appreciation thread? :) I was going to post a comment saying how great it is to have such a nice variety of cool sci-fi models and stuff.

    Post edited by ChromaDrake on
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