Star Trek Builders Unite 7: The Continuing Mission

11617192122101

Comments

  • mdbruffymdbruffy Posts: 2,345

    We can always use more Klingon stuff.  :-)

    PDSmith said:

    Some stuff I'm working and helping with.

     

  • mdbruffymdbruffy Posts: 2,345

    Sketch-up has a lot of stuff- some good quality, some so-so.You really have to be careful what you pick and chose.

    ashe5k said:

    I MAY be going a bit overboard for this. I'm planning on building one that uses mdbruffy's TMP corridor kit as well though. At least I'll have pre-built corridors ready to go wherever though,right?  I'm kind of frankenstein-ing most of this together as I go which means hitting p some of the sketchups I've found as a base and knocking the rust off my modeling skills for the rest.

  • blutobluto Posts: 914

    found a few more klingon things i had hidden in my hard drive

    stuff.jpg
    900 x 756 - 205K
  • mdbruffymdbruffy Posts: 2,345

    I recognize everything but the red pointed things. What are they?

    bluto said:

    found a few more klingon things i had hidden in my hard drive

  • blutobluto Posts: 914

    founklingon isoliniar c

  • blutobluto Posts: 914

    klingon isoliniar chip

     

    images.jpg
    290 x 174 - 19K
  • mdbruffymdbruffy Posts: 2,345

    Okay. :-)

    bluto said:

    klingon isoliniar chip

     

  • AshleyTingerAshleyTinger Posts: 498
    edited July 2015

    Apparently to de-stress, I build. Got MOST of this corridor laid out. There are a few spots near where the cargo/shuttle bay exits that need structural supports and the interior quarters are NOT going to connect like they did in the original sets, but I wasn't planning on building the interior quarters sets like they were on the show since they started with Kirk's quarters and hacked them up for Next Gen anyway. This does follow the original layout for the most part and I think only minor tweaking and the Transporter and Sick Bay should fit in just fine. I know Engineering will but I was thinking about dropping that back half with the pool table all together and just having the corridor run through there.

    corridor set build 3.jpg
    1600 x 900 - 583K
    corridor set build 4.jpg
    1600 x 900 - 543K
    Post edited by AshleyTinger on
  • Paul PettyPaul Petty Posts: 48

    If you are a Classic Trek fan you can't miss this event!!! On Sept. 4,5, 6 you can attend "Trekonderoga" a celebration of the classic series, Hosted by STAR TREK:NEW VOYAGES! You can see and walk thru the recreated sets of the Starship Enterprise ! including the Corridors, Bridge, Transporter Room, Engineering and Sickbay, and Captain's Quarters! And you can meet these Wonderful Trek celebs and get their autographs! Don Marshall, Barbara Luna, Louise Sorel and Sean Kenney! Add to that Trek author David Gerrold and Eric StillWell! Don't miss it, visit www.trekonderoga.com for more info!

    Bridge.jpg
    2048 x 1536 - 254K
  • DemonslayerDemonslayer Posts: 125

    If you are a Classic Trek fan you can't miss this event!!! On Sept. 4,5, 6 you can attend "Trekonderoga" a celebration of the classic series, Hosted by STAR TREK:NEW VOYAGES! You can see and walk thru the recreated sets of the Starship Enterprise ! including the Corridors, Bridge, Transporter Room, Engineering and Sickbay, and Captain's Quarters! And you can meet these Wonderful Trek celebs and get their autographs! Don Marshall, Barbara Luna, Louise Sorel and Sean Kenney! Add to that Trek author David Gerrold and Eric StillWell! Don't miss it, visit www.trekonderoga.com for more info!

    Totally worth it to go to this if you can.   I've sat in that chair, and now they have all of Stage 9 assembled!  GO!

    And hi Paul!

    Ken Thomson :)

  • Paul PettyPaul Petty Posts: 48

    Hi Ken

    When you coming back?

     

  • DemonslayerDemonslayer Posts: 125

    Hi Ken

    When you coming back?

    Maybe next year?  This year was bad timing.  I was on vacation during the entire shoot, pretty much, but a long way off.  And it was unfortunate timing as James invited me to come back and Richard Hatch was there too.  Oh well!  I'm glad you all had a good shoot though!  :)

  • AndypAndyp Posts: 31

    Wow Ashe5k you should release that! While I like the hall kit not having it in the standard set layout is annoying....

  • AshleyTingerAshleyTinger Posts: 498
    Andyp said:

    Wow Ashe5k you should release that! While I like the hall kit not having it in the standard set layout is annoying....

    This is the converted Trek Corridor kit mattymanx put up at Foundation 3D. He did all the converting, I'm just playing 'lego' right now and putting it together. I'd be happy to share the full corridor set-up when it's all said and done, but I'll have to get permission first if I was going to put it up for download for general use.

  • Does anyone use iray to render space scenes with? I found a good tutorial that works really well with interior shots, but wow, the space scenes are not doing so hot.

  • PDSmithPDSmith Posts: 713

    Anything is better than what we have now...so share what you have with the class.... If I come across something for space I'll let you know, I'm in the same predicament. I'm useing sphere's as a 'sun'  to simulate things but they shine too much on my back ground. I'm still trying to figure out how to make a surface a 'null' for light absorbsion or reflection.  I had it down for Luxrender and Octane but Iray isn't playing well.  :-)

    -Paul

     

     

  • For a space scene you probbaly want harsh, strongly directional light.

  • Night-ForagerNight-Forager Posts: 128
    edited August 2015
    ashe5k said:

    Does anyone use iray to render space scenes with? I found a good tutorial that works really well with interior shots, but wow, the space scenes are not doing so hot.

    I have done a couple. So far, I've found that distant lights do work fine in 3Delight, but for anything within a solar system, it washes everything out. The advantage is, you can actually replicate things like bussard glow and the warp engine grills far more easily. It is a bit tedious getting going through the materials and setting them up as emmisive lights though.

    For deep space, I tend to disable the environment sphere, like the TOS ship I posted. The other one I used a nebula picture, but I kept it invisible for the render so that I could place it more appropriately in postwork.

    Starship Valiant.jpg
    2560 x 1440 - 716K
    Starship Yamato-web.jpg
    922 x 518 - 344K
    Post edited by Night-Forager on
  • scathascatha Posts: 756

    I've done several ships myself, but a space scene is a different matter as it frequently uses a textured inner dome and a distant light often gets placed outside of it. Oddly enough the more objects are inside the dome, the better the lighting gets, provided you place a bright light inside the dome instead of a distant light.

     

    Richard, a harsh directional light would only be fitting with a nebula (colored) or a sun inside the dome, as stars give off much less light. So that is not suited for every render, but only for a few of the possibilities that we generally tend to use.

     

    What if we set up the inside of the dome as the emitter, with the textures still in place and turn down on the brightness? Would that be an option?

  • mdbruffymdbruffy Posts: 2,345

    A momentary change of subject by a Poser user. This is my massive re-dress of the Sketch-up model of the 1701-D's Observation Lounge. It'll serve as the "E"s Lounge in my story.

    1701-E's Observation Lounge- Final Daz.jpg
    1999 x 1096 - 643K
  • I went with PDSmith's idea for a sphere like the sun, set it behind the camera but close enough to simulate a lower level light. Basically we're kind of re-creating what they did back in the 80s and 90s for these ships only in a 3D space instead of with the models. I'm trying something to get that behind the dish glow on the ship so we'll see how that goes. I kind of like the results here but obviously I'd have to add in a space background later. I don't actually have any domes to simulate space.

    Enterprise D iray lighting test.jpg
    3200 x 1800 - 444K
  • mdbruffy said:

    A momentary change of subject by a Poser user. This is my massive re-dress of the Sketch-up model of the 1701-D's Observation Lounge. It'll serve as the "E"s Lounge in my story.

    That looks fantastic. 

  • mdbruffymdbruffy Posts: 2,345

    Thank you.

    ashe5k said:
    mdbruffy said:

    A momentary change of subject by a Poser user. This is my massive re-dress of the Sketch-up model of the 1701-D's Observation Lounge. It'll serve as the "E"s Lounge in my story.

    That looks fantastic. 

  • PDSmith said:

    Anything is better than what we have now...so share what you have with the class.... If I come across something for space I'll let you know, I'm in the same predicament. I'm useing sphere's as a 'sun'  to simulate things but they shine too much on my back ground. I'm still trying to figure out how to make a surface a 'null' for light absorbsion or reflection.  I had it down for Luxrender and Octane but Iray isn't playing well.  :-)

    -Paul

     

     

    Look for SickleYield's "Creating and Lighting a scene with Iray in Daz Studio" on YouTube. My method for lighting the trek sets I'm using all came from that video but if everyone wants I could do up a tutorial for exactly how I'm doing mine.
  • PDSmithPDSmith Posts: 713
    edited August 2015

    Did some experimenting for a scene so here is what I came up with.

    1 Distant light:  Intensity set at 7%  Lumen at 25, Temp at 7000. 

    For the Iray render tab settings I set the Enviroment to Scene only. Enviromental setting is at .082, Draw ground off

    and lastly for the ships lights and such: I convered the textures to emit light and their setteing are : Emission Colour as wanted, Emission Temp = 6600, Luminance 5000, Luminance units to W (why it isn't Watt's I'm still scratch my head over that one.) Set the level to 15 (I'm not spelling it out :-) )

    How to make it brighter, I don't know? I'm more inclinced to use Photoshop and the Efex plux-in to help. I still stand by the simple words...where's the manual?

    For higher quality renders, Click on Progressive Rendering, and up Rendering Converged Ratio to 99%.  (That should help in removeing the white dots you see in my image and what is often seen in images with glass)

    Hope that helped.

    -Paul

     

    space test-23.jpg
    800 x 450 - 100K
    Post edited by PDSmith on
  • scathascatha Posts: 756

    Has anyone seen the promo renders for stonemason's new set: NWX Section 18?  Does the empty room not bring out the urge to convert this into a bridge?  ;)

  • Trying out a couple of lighting and color schemes for Rduda's Yamato bridge. I didn't realize until I was doing the render how closely the color scheme matched with Ashe5k's bridge, so I'll most likely scrap it and go for something a little closer to the Enterprise-E. Lighting wise, I'm debating between something like a standard Galaxy or going with spotlights, like Voyager had during season 1 behind the tactical and ops stations.

    Tobias Bridge Lighting test 1.jpg
    1280 x 720 - 991K
    Tobias Bridge Lighting test 2.jpg
    1280 x 720 - 992K
  • blutobluto Posts: 914

    yet some more klingon stuff

     

    jpg
    jpg
    klingon stuff 2.jpg
    78K
    klingon stuff 2.jpg
    747 x 756 - 78K
  • mdbruffymdbruffy Posts: 2,345

    Those look nice. Will they be available?

    bluto said:

    yet some more klingon stuff

     

  • PDSmithPDSmith Posts: 713
    scatha said:

    Has anyone seen the promo renders for stonemason's new set: NWX Section 18?  Does the empty room not bring out the urge to convert this into a bridge?  ;)

    Heck yes, and also...Lens flare in 3...2...1!    Nuff said there.  :-)

This discussion has been closed.