Star Trek Builders Unite 7: The Continuing Mission

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Comments

  • mdbruffymdbruffy Posts: 2,345

    Looks good.

    ashe5k said:

    Decided to make sure my lighting was ok in the Ready Room after I decorated it a bit. Been kind of out of it for a number of weeks due to medical and gaming reasons. Star Wars The Old Republic and Destiny are a bit of a time sink. ;)

     

  • mdbruffy said:

    Looks good.

    ashe5k said:

    Decided to make sure my lighting was ok in the Ready Room after I decorated it a bit. Been kind of out of it for a number of weeks due to medical and gaming reasons. Star Wars The Old Republic and Destiny are a bit of a time sink. ;)

     

    Thanks! I'm thinking it's a little sparse, but I'm thinking I want her to spend less time in her ready room and more in her cabin, so less stuff around might make more sense. 

  • jaguarry3jaguarry3 Posts: 230
    edited October 2015

    Hi,

    Any hexagon users got any tips to sort out the uv mapping on top of the nacelles ?

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  • mdbruffymdbruffy Posts: 2,345

    That's mot a mapping issue. That's a mesh issue. I've seen that on other models. There's only 2 fixes that I know of. Either re-work the mesh or fit a cloth plain over the effected area and UV map it for the texture.

    jaguarry3 said:

    Hi,

    Any hexagon users got any tips to sort out the uv mapping on top of the nacelles ?

     

  • patience55patience55 Posts: 7,006

    Archie had a little dog ... if anybody has the mildog and is using or has recently changed over to D/S, I have put together a tutorial to update the mildog to triax rigging, morphs and all. Forum Post

    @ jaguarry3  I don't have that model handy to check but if you can separate out the uvmap on the checker T, and re-arrange it to display a texture properly, then that's one way. [do not weld anything!] and of course re-export out the .obj after changing a uvmap.

    Another "trick" is IF one can separate off the mesh area in question: copy/DELETE/paste it ... fix the problem ... rename both groups the VERY SAME ... export out that mesh. In another opening of Hexagon, import in the mesh ... hopefully it's back together with the uvmaps as desired. May have to fix up the actually naming of the shading domains and/or materials [have to match the shading domains], export out again and check it in D/S.

    I think remember the one Madison is talking about lol ... oh man, yes, that at times is the best way to go ... simply put another mesh on top of it.

  • mdbruffymdbruffy Posts: 2,345

    It's really frustrating when that happens to viewscreens. In those cases, the best answer I've found is to just fit a cloth plain in front of it and apply your texture to it instead.

    Archie had a little dog ... if anybody has the mildog and is using or has recently changed over to D/S, I have put together a tutorial to update the mildog to triax rigging, morphs and all. Forum Post

    @ jaguarry3  I don't have that model handy to check but if you can separate out the uvmap on the checker T, and re-arrange it to display a texture properly, then that's one way. [do not weld anything!] and of course re-export out the .obj after changing a uvmap.

    Another "trick" is IF one can separate off the mesh area in question: copy/DELETE/paste it ... fix the problem ... rename both groups the VERY SAME ... export out that mesh. In another opening of Hexagon, import in the mesh ... hopefully it's back together with the uvmaps as desired. May have to fix up the actually naming of the shading domains and/or materials [have to match the shading domains], export out again and check it in D/S.

    I think remember the one Madison is talking about lol ... oh man, yes, that at times is the best way to go ... simply put another mesh on top of it.

     

  • jaguarry3jaguarry3 Posts: 230
    mdbruffy said:

    It's really frustrating when that happens to viewscreens. In those cases, the best answer I've found is to just fit a cloth plain in front of it and apply your texture to it instead.

    Archie had a little dog ... if anybody has the mildog and is using or has recently changed over to D/S, I have put together a tutorial to update the mildog to triax rigging, morphs and all. Forum Post

    @ jaguarry3  I don't have that model handy to check but if you can separate out the uvmap on the checker T, and re-arrange it to display a texture properly, then that's one way. [do not weld anything!] and of course re-export out the .obj after changing a uvmap.

    Another "trick" is IF one can separate off the mesh area in question: copy/DELETE/paste it ... fix the problem ... rename both groups the VERY SAME ... export out that mesh. In another opening of Hexagon, import in the mesh ... hopefully it's back together with the uvmaps as desired. May have to fix up the actually naming of the shading domains and/or materials [have to match the shading domains], export out again and check it in D/S.

    I think remember the one Madison is talking about lol ... oh man, yes, that at times is the best way to go ... simply put another mesh on top of it.

    Thanks, Took your advice and reworked the mesh which has resolved the problem

     

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  • mdbruffymdbruffy Posts: 2,345

    Looks good.smiley

    jaguarry3 said:
    mdbruffy said:

    It's really frustrating when that happens to viewscreens. In those cases, the best answer I've found is to just fit a cloth plain in front of it and apply your texture to it instead.

    Archie had a little dog ... if anybody has the mildog and is using or has recently changed over to D/S, I have put together a tutorial to update the mildog to triax rigging, morphs and all. Forum Post

    @ jaguarry3  I don't have that model handy to check but if you can separate out the uvmap on the checker T, and re-arrange it to display a texture properly, then that's one way. [do not weld anything!] and of course re-export out the .obj after changing a uvmap.

    Another "trick" is IF one can separate off the mesh area in question: copy/DELETE/paste it ... fix the problem ... rename both groups the VERY SAME ... export out that mesh. In another opening of Hexagon, import in the mesh ... hopefully it's back together with the uvmaps as desired. May have to fix up the actually naming of the shading domains and/or materials [have to match the shading domains], export out again and check it in D/S.

    I think remember the one Madison is talking about lol ... oh man, yes, that at times is the best way to go ... simply put another mesh on top of it.

    Thanks, Took your advice and reworked the mesh which has resolved the problem

     

     

  • wsterdanwsterdan Posts: 3,307
    jaguarry3 said:
    mdbruffy said:

    Thanks, Took your advice and reworked the mesh which has resolved the problem

    Very, very nice little ship. I'm a sucker for the small ones. Well done!

    -- Walt Sterdan 

  • scathascatha Posts: 756

    Just a pity that the raven used in the shows didn't have these sharp angles...

  • patience55patience55 Posts: 7,006
    jaguarry3 said:
    mdbruffy said:

    It's really frustrating when that happens to viewscreens. In those cases, the best answer I've found is to just fit a cloth plain in front of it and apply your texture to it instead.

    Archie had a little dog ... if anybody has the mildog and is using or has recently changed over to D/S, I have put together a tutorial to update the mildog to triax rigging, morphs and all. Forum Post

    @ jaguarry3  I don't have that model handy to check but if you can separate out the uvmap on the checker T, and re-arrange it to display a texture properly, then that's one way. [do not weld anything!] and of course re-export out the .obj after changing a uvmap.

    Another "trick" is IF one can separate off the mesh area in question: copy/DELETE/paste it ... fix the problem ... rename both groups the VERY SAME ... export out that mesh. In another opening of Hexagon, import in the mesh ... hopefully it's back together with the uvmaps as desired. May have to fix up the actually naming of the shading domains and/or materials [have to match the shading domains], export out again and check it in D/S.

    I think remember the one Madison is talking about lol ... oh man, yes, that at times is the best way to go ... simply put another mesh on top of it.

    Thanks, Took your advice and reworked the mesh which has resolved the problem

     

    Looks good :-)

  • patience55patience55 Posts: 7,006

    Thank you very much. Added to the list :-)

     

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

    I have also added another modeler with some ships to the list :-)

    by ULIMANN644

    ISS Defiant - Lightwave 9.2
    ISS Andromeda - Lightwave 9.2
    USS Lexington / NCC-1709 - Lightwave
    Kumari Class - .obj

  • PDSmithPDSmith Posts: 713

    For those that are interested.

    My latested 3D Graphic Novel is complete.

    The next chapter in a long line... this one is number 11 out of 24 for Tales from the Mirror Universe.

    http://pdsmith.deviantart.com/art/Confessions-Book-2-of-6-Dr-Katrina-567029652

    Lastely this one was completely rendered in Luxrender via Reality 4.1 

    Enjoy.

    -Paul

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  • patience55patience55 Posts: 7,006

    Thank you, links posted.

  • blutobluto Posts: 914
    edited October 2015

    ive been playing around a bit more with starkillers do it yourself starship kit . i enhansed it a bit with pieces from starships built by ptrope 

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  • blutobluto Posts: 914
    edited October 2015

    a few more

     

    i might have duilt a few pieces to help make these happen as well 

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  • Night-ForagerNight-Forager Posts: 128
    edited October 2015
    bluto said:

    ive been playing around a bit more with starkillers do it yourself starship kit . i enhansed it a bit with pieces from starships built by ptrope 

     

    bluto said:

    a few more

     

    i might have duilt a few pieces to help make these happen as well 

    All of those look fantastic! Great job! I especially like the Kelvin and the Constellation.

    Post edited by Night-Forager on
  • patience55patience55 Posts: 7,006

    I don't know quite how to put this.

    If you're a D/S user ... run over to your Product Library and manually download any program and plugins for to keep as Backup.

    The company has a rather curious approach for business going by their latest beta page for 4.9. [in the Daz Studio forum]

    As my working computer is offline I noted a comment which translates into no more purchases of new products as they become available only for online D/S latest edition users. As the store software updates "all" products to claim that they require the latest edition of D/S irregardless of when they were made, over time purchases would become "guesswork" ... and given the type of sales being habitually offered these days, returns are not always possible. Given a comment made, as Iray is 64bit only, it's up to the customer to read the product page before making purchases. Hmm ... okay that's a "buyer beware" policy.

    All good news I guess for those that applaud working in clouds ... I prefer just taking pictures of them myself.

     

     

     

     

     

  • There are a lot of questions being raised about the new content system for DS, right down to exactly how content is going to be delivered.

  • Don't sound good.

    I avoid the cloud as much as possiable.

  • patience55patience55 Posts: 7,006

    It really doesn't.

    I need to be able to download and install stuff when and where I want it. With the new system, there's to be no manually moving files around either. Has to go where it was put.

  • Was just reading that thread and read this  "New products will begin to migrate toward a Daz Connect-only delivery" and "Products updated to Daz Connect will not function with Carrara or the DSON Importer for Poser due to an inability to interface with Daz Connect web services"

    So it sounds like it'll become cloud only and won't be compatiable with Carrara and no Poser

    If this is the case I guess I'll have to give up on Daz as I won't use a cloud only program I want control of my files

    Poser support has pretty much been dumped already this sounds like they're making sure it's dead

  • patience55patience55 Posts: 7,006

    They did say once, quite awhile back that such was their goal ... we rather hoped that they would see the light but hay, I can shop elsewhere.

     

  • Same here and for less

  • ChoholeChohole Posts: 33,604

    They did say once, quite awhile back that such was their goal ... we rather hoped that they would see the light but hay, I can shop elsewhere.

     

    If you read the threads you will see it is optional, not mandatory.

  • I hope that it's optional. I use cloud based programs at work (Adobe) and considering our internet service isnt the best in the world, using the program can be slow at times. Cloud based programs can be great but only if you have the best connection. Not everyone has access to that.

  • ChoholeChohole Posts: 33,604

    Any questions can be posed in the Official thread, which is being monitored by several DAZ_People

  • patience55patience55 Posts: 7,006
    edited October 2015
    Chohole said:

    They did say once, quite awhile back that such was their goal ... we rather hoped that they would see the light but hay, I can shop elsewhere.

     

    If you read the threads you will see it is optional, not mandatory.

    Now, not later. I read the threads ;-)

    Edit to add: This eats a bit Chohole ... IF I had "bothered", excuse me but there were maybe 2 posts by people with questions and the company many posts of changes and what they mean. While some details have been stated SINCE I first posted, well that's nice ... after ruffling feathers, is this all worth it. I don't think so.

    btw - no more family sharing, the program is only going to see the one account's available products ... few other choice gems too.

    Maybe they'll get ironed out but as somebody said the additional whathaveyous are probably things considered necessary for going into "games" big time. Okay, it becomes a gamer's program. Enjoy.

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

    Edit to add: see I'm not the only one that read a point not desirable: Another post in there.

    Now that is not going to be condusive to getting products to offline computers. Just saying.

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

    HU - temporarily free item for M4 - can be used for ST clothing items too :-)

    http://www.daz3d.com/l75-war-alistair

This discussion has been closed.