Star Trek Builders Unite 7: The Continuing Mission

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Comments

  • patience55patience55 Posts: 7,006
    mdbruffy said:

    The problem is fixed. I still don't know what caused it. I had to break the insert into two sections in order to get an obj that wasn't messed up. At least now, I can move on to the rest of it.

     You're getting good at this! :-)

  • mdbruffymdbruffy Posts: 2,345

    If you want something bad enough you stay with it. Since I've been doing 3D stuff, I've learned that there's always more than one way to approach a problem. The trick's figuring out which way's best.

    mdbruffy said:

    The problem is fixed. I still don't know what caused it. I had to break the insert into two sections in order to get an obj that wasn't messed up. At least now, I can move on to the rest of it.

     You're getting good at this! :-)

  • PtropePtrope Posts: 696
    mdbruffy said:

    The problem is fixed. I still don't know what caused it. I had to break the insert into two sections in order to get an obj that wasn't messed up. At least now, I can move on to the rest of it.

    When I have problems like that, I go back into Lightwave and select the surface area where it's happening and split the vertices, and that usually calms it down - it appears to be caused by 'stress' in the panel - whether it's a smoothing artifact or what, I don't know, but it's like the vertices being joined causes the panel to 'stress' in a way that shows up as that distortion when rendering. You can even see it sometimes in a Lightwave preview when you use the "smooth" view.

  • mdbruffymdbruffy Posts: 2,345

    Maybe that's what I did without knowing it then. By breaking the insert into 2 sections, because Sketch-up doesn't have that kind of surface working option.

    Ptrope said:
    mdbruffy said:

    The problem is fixed. I still don't know what caused it. I had to break the insert into two sections in order to get an obj that wasn't messed up. At least now, I can move on to the rest of it.

    When I have problems like that, I go back into Lightwave and select the surface area where it's happening and split the vertices, and that usually calms it down - it appears to be caused by 'stress' in the panel - whether it's a smoothing artifact or what, I don't know, but it's like the vertices being joined causes the panel to 'stress' in a way that shows up as that distortion when rendering. You can even see it sometimes in a Lightwave preview when you use the "smooth" view.

  • PtropePtrope Posts: 696
    edited July 2015
    Tim OG said:

    I've added material presets and lighting to the turbolift. Scene file available for download.

    https://www.daz3d.com/gallery/images/69192/

    That is just so effin' cool it makes me want to cry ;).

    I don't know if I've posted this here, yet, but this is my latest project: the AquaShuttle 2.5. It's probably going to be a 'for sale' model, since it's an all-original design (I'll have to post the Trek textures as a separate freebie, I think), but I tried to take inspiration from the one in TAS, along with Galileo. I've got most of it complete, but I need to create the control details and the permanent textures, as well as rigging the seats, doors and hatches.


    These are all WIP images, as you can probably tell from the various changes in the interior ;).

    Post edited by Ptrope on
  • mdbruffymdbruffy Posts: 2,345
    edited July 2015

    This is Fantastic. I wish I'd had a story that called for this. 

    Ptrope said:
    Tim OG said:

    I've added material presets and lighting to the turbolift. Scene file available for download.

    https://www.daz3d.com/gallery/images/69192/

    That is just so effin' cool it makes me want to cry ;).

    I don't know if I've posted this here, yet, but this is my latest project: the AquaShuttle 2.5. It's probably going to be a 'for sale' model, since it's an all-original design (I'll have to post the Trek textures as a separate freebie, I think), but I tried to take inspiration from the one in TAS, along with Galileo. I've got most of it complete, but I need to create the control details and the permanent textures, as well as rigging the seats, doors and hatches.

     

    Post edited by mdbruffy on
  • mdbruffymdbruffy Posts: 2,345
    edited July 2015
    mdbruffy said:
     
    Post edited by mdbruffy on
  • scathascatha Posts: 756

    Yes, the weird shimmer is gone from the lower section now, nice.

  • SpottedKittySpottedKitty Posts: 7,232
    edited July 2015
    Ptrope said:
    I don't know if I've posted this here, yet, but this is my latest project: the AquaShuttle 2.5.

    Very nice — I particularly like the "wooden deck" effect, and that it's got such a detailed interior. What's that down the hatch at the front, is there another little cabin?

    Post edited by SpottedKitty on
  • scathascatha Posts: 756

    looks great, Ptrope

  • mdbruffymdbruffy Posts: 2,345

    Yes it is. :-)

    scatha said:

    Yes, the weird shimmer is gone from the lower section now, nice.

  • PtropePtrope Posts: 696

    Very nice — I particularly like the "wooden deck" effect, and that it's got such a detailed interior. What's that down the hatch at the front, is there another little cabin?

    Thanks! I just had to put a wood deck on it - part of the whole "inspired by yachts" aesthetic ;). As for the bow hatch, you can see in the forward-facing shots that there are 4 berths in the bow, and the hatch provides access/escape; I also put in the requisite stairs so it can be used easily ;).

  • Robert FreiseRobert Freise Posts: 4,573
    scatha said:

    Ah, but the question is, will that be before christmas or after ...

     

    Somtime after when the next upgrade screws up more

  • Will DeckerWill Decker Posts: 188

    Hi again, just needed some imput from those who work on webcomic stories. I am trying to get my story together, but I am still a long way to go with it. However, that did not stop me from doing some test panels. I can really use some imput on if I am going the right track with the setup or not. This is my first webcomic and the pics are not the best but they are there to at least help me figure out the final product. 

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  • mdbruffymdbruffy Posts: 2,345

    Dialogue flows good. Panel lay-out's good and pretty easy to follow. The only thing I saw, was your type changed sizes a few times and I had to really zoom in to read some of it. that and some of your pics are a little grainy. Otherwise, you're off to a great start.

    Hi again, just needed some imput from those who work on webcomic stories. I am trying to get my story together, but I am still a long way to go with it. However, that did not stop me from doing some test panels. I can really use some imput on if I am going the right track with the setup or not. This is my first webcomic and the pics are not the best but they are there to at least help me figure out the final product. 

  • PDSmithPDSmith Posts: 713
    edited July 2015

    Hi again, just needed some imput from those who work on webcomic stories. I am trying to get my story together, but I am still a long way to go with it. However, that did not stop me from doing some test panels. I can really use some imput on if I am going the right track with the setup or not. This is my first webcomic and the pics are not the best but they are there to at least help me figure out the final product.

    Your font spacing and sizing for the word balloons and narrative balloons changes back and forth.  As per many of Stan Lee's publications on the subject, Maintain the same size and spaceing. Not just with the words but within the borders of the balloon. You want a smooth even appearance as much as possible. Also the tails of the balloon should point toward the mouth of the character when ever possible. Then lastly this note also come from his books; people read the pages from top left to bottom right, flow the balloons in that order so the eye follows that path, you did that with all but the very first page, it may seem minor nit-picking but it's the small details if they aren't pointed out...how do we get better? 

    As these are test renders and pages, you have a great layout and look for the pages, that will draw in people. Keep it!

    -Paul

    Post edited by PDSmith on
  • CricketCricket Posts: 476
    edited July 2015

    Looks good. I agree with PDSmith about the first page - move the first ballon up and the second down so your readers will read them in the proper order. A couple of minor nitpicks. Some of your word ballons are a bit large for the amount of dialogue, leading to a lot of empty space. I would shrink those ballons so you don't have so much white space. In contrast, the caption boxes on the last page could use a little more room to let the dialogue "breathe' a bit more. Also - just my personal opinion - the keerning on the font you've chosen is a bit off, which is why you have spacing issues. Check out the site below for some more options for dialogue fonts, some of them are free. Otherwise, good job. I look forward to seeing more.

    http://blambot.com/

    Post edited by Cricket on
  • mdbruffymdbruffy Posts: 2,345

    Last update for the night. I'll finish the bulkheads tomorrow, then it's the doors and 'glass' in the viewports.

    1701-E Crew quarters- WIP 5.jpg
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  • wsterdanwsterdan Posts: 3,050
    edited July 2015
    Ptrope said:
    Tim OG said:

    I don't know if I've posted this here, yet, but this is my latest project: the AquaShuttle 2.5. It's probably going to be a 'for sale' model, since it's an all-original design (I'll have to post the Trek textures as a separate freebie, I think), but I tried to take inspiration from the one in TAS, along with Galileo. I've got most of it complete, but I need to create the control details and the permanent textures, as well as rigging the seats, doors and hatches.

    These are all WIP images, as you can probably tell from the various changes in the interior .

    You haven't posted this here yet, otherwise I'd have been waiting for it... like I am now.

    Looks awesome, instant purchase wherever or whenever it shows up... the sooner the better.

    Mind if I call mine a "Javelin"? wink

    -- Walt Sterdan

    Post edited by wsterdan on
  • PtropePtrope Posts: 696

    Well, since this is the Javelin, ya might want to hold off on that ...

  • PtropePtrope Posts: 696

    Hi again, just needed some imput from those who work on webcomic stories. I am trying to get my story together, but I am still a long way to go with it. However, that did not stop me from doing some test panels. I can really use some imput on if I am going the right track with the setup or not. This is my first webcomic and the pics are not the best but they are there to at least help me figure out the final product. 

    PDSmith pretty well covered it, but my strongest advice would be to change that font - it's a title font, not one I would recommend for dialogue; the kerning on it is pretty uneven, and it breaks your words up, making them hard to read. There's a good reason why comics use the kind of fonts they use for dialogue and descriptive text - I wouldn't try to reinvent that element without a very sound, strong reason.

  • wsterdanwsterdan Posts: 3,050
    Ptrope said:

    Well, since this is the Javelin, ya might want to hold off on that ...

    Okay, TWO instant purchases. I'd forgotten that you showed us that one.

    You know this just doubles the pressure on you, right? devil

     -- -Walt Sterdan

  • PtropePtrope Posts: 696

    You wanna talk pressure - I'm still trying to get the Javelin to print cleanly in 3D ... wink

  • scathascatha Posts: 756

    I'll add to the pressure... the Kestrel?  :P

  • patience55patience55 Posts: 7,006
    edited July 2015

     

    Hi again, just needed some imput from those who work on webcomic stories. I am trying to get my story together, but I am still a long way to go with it. However, that did not stop me from doing some test panels. I can really use some imput on if I am going the right track with the setup or not. This is my first webcomic and the pics are not the best but they are there to at least help me figure out the final product. 

    My note would be to watch the image resizing - there's some image misshaping happening.

     

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

    Madison did you get the corridor all together and/or is this of any interest? Just have the shading domain assignments and "test in Poser" to do. No textures. Is uvmapped so you can put on what you make though.

    {everything has been looked after} smiley

     

    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited July 2015

    OT for some but hay, if this is the only thread you're visiting ... we can now "delete conversations" ... one by one open said conversation and then under the gear gadget in the upper right corner, there's a lower black box. At the top of that lower black box is some black text. Can either hover over it or highlight area to see it, click on it and then confirm. Done.

    Apparently we have 'themes' ... so if one wants to read white text on black paper, switch theme.

    The yellow highlighting and sometimes other coloured text looks real {***} in the dark theme so no more of that is in the link list.

    I am aware that there is still a missing group or two of links for it and they will be added as time and weather permits.

     

    edit to update: We can now see the text easily to delete conversations from our inbaskets.

    how to delete messages.png
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    Post edited by patience55 on
  • mdbruffymdbruffy Posts: 2,345

    PM coming your way.

     

    Hi again, just needed some imput from those who work on webcomic stories. I am trying to get my story together, but I am still a long way to go with it. However, that did not stop me from doing some test panels. I can really use some imput on if I am going the right track with the setup or not. This is my first webcomic and the pics are not the best but they are there to at least help me figure out the final product. 

    My note would be to watch the image resizing - there's some image misshaping happening.

     

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

    Madison did you get the corridor all together and/or is this of any interest? Just have the shading domain assignments and "test in Poser" to do. No textures. Is uvmapped so you can put on what you make though.

     

  • PDSmithPDSmith Posts: 713
    edited July 2015

    Been a busy two weeks with work. Laugh if you like. 

    Part my idea, part Roy's, Part GeorgeHaz's.

    -Paul

     

    (Anyone know how to load images into the body of the message?  this attached image stuff sucks and I don't have all week to surf through the 'tips and tricks'?

    crash toon.jpg
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    Post edited by PDSmith on
  • mdbruffymdbruffy Posts: 2,345
    edited July 2015

    laugh 

    (These new Smilies leave a lot to be desired)

    PDSmith said:

    Been a busy two weeks with work. Laugh if you like. 

    Part my idea, part Roy's, Part GeorgeHaz's.

    -Paul

    Post edited by mdbruffy on
  • patience55patience55 Posts: 7,006
    edited July 2015

    Testing image insertion:

    Well, this typing box keeps adding nonsense coding but the idea is to have the image uploaded either as an attachment somewhere in the forums OR being hosted elsewhere and then to add some image alt coding to one's post.

    Going to "source" to see the coding:

    img alt="" src="here put source info" Whole thing inside "< ... >"

    There is also an "insert image" and "insert code" snippet at the top of the editing type box.

    Caution: Do not use the backslash to empty the text box that appears when using the "insert image" snippet.

    Post edited by patience55 on
This discussion has been closed.