Star Trek Builders Unite 7: The Continuing Mission

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  • MattymanxMattymanx Posts: 7,000
    edited April 2017
    JamesJAB said:

    So... OMG...  Why is is so easy to coax Hexagon into crashing...  Am I just going to need to split everything up into smaller files?

    Is there a better (inexpensive or free) program with a similar feature set to hexagon, that does not crash all the time and does not make you jump through hoops to set an item's pivot point to the center of the world (that is conveniently forgets about next time you load the file)?  And the crashing shouldn't be a hardware issue, my machine is a bit of a beast. (Dual Xeon X5570's 24GB ram and a GTX 1060)

    And here is what it currently looks like in Hexagon. :P

     

    Its not free but I highly recommend Silo - http://nevercenter.com/silo/

    Its far more stable then Hexagon and lets you do stuff to a mesh that Hex will not.  Download the free trial.  There is no limit to the trial version

    Post edited by Mattymanx on
  • Robert FreiseRobert Freise Posts: 4,636

    On sale at Smith Micro for $60.00 until May 3rd

    It's a really good program

  • tj_1ca9500btj_1ca9500b Posts: 2,057
    Redfern said:

    I gather you have not visited ShareCG in the last week or two.  Rbug02 got permission to convert both vessels you've mentioned to .OBJ format.

    https://www.sharecg.com/v/87935/browse/5/3D-Model/Axinar-Ares-and-D6-Combo.

    DAZ Studio can still import .OBJ files, can't it?

    Sincerely,

    Bill

    Thanks! 

    yes

    ShareCG is part of my 'rounds' but I usually check the models section about once or twice a week, checking the Daz section more regularly. I've been spending most of my time this week min maxing discounts on Daz (Let It Rain coupon evil-ness, I mean awesomeness).

    A lit Daz/Poser version would be even more awesome, but these will work in the meantime (looking for shelf decoration for a scene involving a geeky lad).

    As for the other ships from Prelude, hopefully we get to see a few of them someday.

    Thanks again!

  • JamesJABJamesJAB Posts: 1,766
    edited April 2017

    Engineering and Science are built and have placeholder textures on the screens and consoles.

    I found some more images of the original Enterprise A bridge, and decided to ignore one of the details about it.  on the actual set because of the science console width, there are no fancy bulkheads on either side of it.  For mine, I narrowed the console a bit and kept the bulkheads in place because it just looks better in my opinion.

    And here is the pic showing the new consoles at the science station without the extra bulkheads, just looks a bit naked compared to the rest of the bridge.

    *edit* Added another render, tossed an apropriate outfit on the character and did a close up of the communications station.

    *edit again* New render time, Added the turbolift icon texture.

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    Post edited by JamesJAB on
  • JamesJAB said:

    Engineering and Science are built and have placeholder textures on the screens and consoles.

    I found some more images of the original Enterprise A bridge, and decided to ignore one of the details about it.  on the actual set because of the science console width, there are no fancy bulkheads on either side of it.  For mine, I narrowed the console a bit and kept the bulkheads in place because it just looks better in my opinion.

    And here is the pic showing the new consoles at the science station without the extra bulkheads, just looks a bit naked compared to the rest of the bridge.

    *edit* Added another render, tossed an apropriate outfit on the character and did a close up of the communications station.

    *edit again* New render time, Added the turbolift icon texture.

    Absolutely gorgeous bridge

  • JamesJAB said:

    Engineering and Science are built and have placeholder textures on the screens and consoles.

    I found some more images of the original Enterprise A bridge, and decided to ignore one of the details about it.  on the actual set because of the science console width, there are no fancy bulkheads on either side of it.  For mine, I narrowed the console a bit and kept the bulkheads in place because it just looks better in my opinion.

    And here is the pic showing the new consoles at the science station without the extra bulkheads, just looks a bit naked compared to the rest of the bridge.

    *edit* Added another render, tossed an apropriate outfit on the character and did a close up of the communications station.

    *edit again* New render time, Added the turbolift icon texture.

    This is truly my favorite bridge of Kirk's era and you have definitely done her justice!

  • Will DeckerWill Decker Posts: 189

    Started working on props for use with the figures. I thought I would show this. 

    Communicator Test .png
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  • JamesJABJamesJAB Posts: 1,766

    Here is a nice wide angle shot showing all of the stations that I've built so far.

    TMP24.png
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  • Robert FreiseRobert Freise Posts: 4,636

    Looking good

  • nightwolf1982nightwolf1982 Posts: 1,247

    *DROOOOOOOOOOOL*  Very nice jamesJAB!  You know, you WILL have to release this.  Trek fans everywhere will find you and beat you to death with their rubber spock ears if you don't ;-P

  • JamesJABJamesJAB Posts: 1,766
    edited April 2017

    Here is the Damage & Repair wall section.  Need to fix the UV on the upper screens.

    *edit*  Sorted out the UV mapping on the Helm/Nav console (don't mind the old wall sections in one of the renders, they are just there as placeholders)

    *edit* Only one more station to model, and it's the hard one.  Time to tackle the weapons station.

    TMP25.png
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    Post edited by JamesJAB on
  • AshleyTingerAshleyTinger Posts: 498
    JamesJAB said:

    Here is the Damage & Repair wall section.  Need to fix the UV on the upper screens.

    *edit*  Sorted out the UV mapping on the Helm/Nav console (don't mind the old wall sections in one of the renders, they are just there as placeholders)

    *edit* Only one more station to model, and it's the hard one.  Time to tackle the weapons station.

    She's looking awesome!
     

  • JamesJABJamesJAB Posts: 1,766
    edited May 2017

    Built the basic weapons station, now it needs screens.  After that will be all the fiddly bits scattered around on the walls.  Then sort out a few little texture orientation and material name issues.  And finaly make the modifications to transform a regular chair into the captains chair.

    And as a little side thing, a few material zones will be switched up to make it easier for pallete swap ship bridges.

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    Post edited by JamesJAB on
  • Will DeckerWill Decker Posts: 189

    I can't wait to see the completed model :) 

  • JamesJABJamesJAB Posts: 1,766

    Here's a nice render from the view of the turbolift door, Need to work on getting all the pieces lined up correctly (and the Y axis for all the parts moved to world zero.)

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  • Tim NTim N Posts: 193

    A quick render of the new Klingon D6 ship posted to ShareCG recently by Rbug02.

    Klingon D6

  • JamesJABJamesJAB Posts: 1,766
    edited May 2017

    Went through and sorted out some rogue materials, fixed screen textures, and set the alternate color material. Here is a render showing the console and viewscreen pallete swap to Reliant coloring. I also rotated the communications console to the 120` to show that it's that easy.

    I also added a center guide to the bottom of all the parts to get around not being able to zero the rotation center point easily in Hexagon, and modular versions of the light fixtures so that you can do up the lighting Motion Picture or Wrath of Khan style.

    *edit*

    Did a few more renders after creating material presets for the light fixtures (condition green and condition red).  I also played with the strength and temperature of the lights, now the red light is created from lowering the temprature instead of changing the light color.  I also lined up the texture mapping for the screens better.

    *edit edit*

    Chair!  Modified my chair model, It is now styled to match the captains chair from TMP and IV, and it now has controls on the arm rests.

    *edit edit edit*

    Added the vertical bulkheads into the palette swap materials, and did a render with the turbolift at the 12 o'clock (Reliant style)

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    Post edited by JamesJAB on
  • tj_1ca9500btj_1ca9500b Posts: 2,057
    edited May 2017
    Tim N said:

    A quick render of the new Klingon D6 ship posted to ShareCG recently by Rbug02.

    Klingon D6

    Nice render!

    Tobias Richter makes purdy ships... since I first saw this design in Prelude, I've really liked it.   It invokes the D7 without being the D7, so it definitely feels like the D7 evolved from this ship..

    One or two of the ships in Prelude have IMHO design issues (impulse ports exhausting onto warp/hull struts?!? C'mon guys!), but yeah lots of purdy stuff in Prelude!

    In somewhat related news, the Axanar team has moved to Atlanta (where rent is 75% cheaper according to their blog).  So hopefully they get started on the 'sequel' to Prelude soon.

    Post edited by tj_1ca9500b on
  • SpottedKittySpottedKitty Posts: 7,232
    One or two of the ships in Prelude have IMHO design issues (impulse ports exhausting onto warp/hull struts?!? C'mon guys!)

    Can't be worse than the Ambassador-class Enterprise-C, where the Bussard domes for the warp engines are right outside the windows in parts of the saucer...

    Whatever; I really like both the D-6 and the Ares, they imported into D|S nice and cleanly. When I have a bit of spare time I'll get round to Iray conversions of the materials.

  • tj_1ca9500btj_1ca9500b Posts: 2,057
    One or two of the ships in Prelude have IMHO design issues (impulse ports exhausting onto warp/hull struts?!? C'mon guys!)

    Can't be worse than the Ambassador-class Enterprise-C, where the Bussard domes for the warp engines are right outside the windows in parts of the saucer...

    Whatever; I really like both the D-6 and the Ares, they imported into D|S nice and cleanly. When I have a bit of spare time I'll get round to Iray conversions of the materials.

    If you decide to share the Iray textures, Sa_weeet!  And I look forward to seeing your results in either case!

    yes

  • AshleyTingerAshleyTinger Posts: 498

    Playing with some uniforms for the thing I've been working on. Set in the 2280s, alternate timeline, Standard Duty uniform, Field Jacket optional with subtle changes to the rank and insignia so the team leader stands out less for combat situations, and my first attempt at dress whites which I'm kind of 'eh' on right now. There will be playing with those. Thinking aobut going with darker pants and maybe a gold trim around the edge of the jacket but I won't need it for a long while yet.

    Standard Duty Uniforms 2280s Render Test.jpg
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    Field Jacket Uniform 2280s Render Test update 2.jpg
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  • JamesJABJamesJAB Posts: 1,766

    So, someone mentioned that there is a bloom setting in Iray....  So I played with it.
    Set the bloom filter threshold to 8000, and the pixel filter to triangle
    It slowed down the render a bit 1269 iterations in 23 min @ 1920x1080
    1st render has the ceiling lights temperature set at 7500k, 2nd one is at 1200k

    BloomTest01.png
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  • Night-ForagerNight-Forager Posts: 128

    That is looking awesome! Great job!

  • AshleyTingerAshleyTinger Posts: 498
    JamesJAB said:

    So, someone mentioned that there is a bloom setting in Iray....  So I played with it.
    Set the bloom filter threshold to 8000, and the pixel filter to triangle
    It slowed down the render a bit 1269 iterations in 23 min @ 1920x1080
    1st render has the ceiling lights temperature set at 7500k, 2nd one is at 1200k

    Absolutely captures the look they used at the end of Star Trek IV.

  • Will DeckerWill Decker Posts: 189

    Testing an effect that would work for the Transporter Room. 

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  • AshleyTingerAshleyTinger Posts: 498

    Testing an effect that would work for the Transporter Room. 

    I like it. It looks like a blend of a few different effects they've used over the years. 

  • JamesJABJamesJAB Posts: 1,766

    Testing an effect that would work for the Transporter Room. 

    That effect looks like it's inspired by the reboot movies.  Though something just feels a bit off, maybe the effect is too opaque, or the individual strands could come to sharper points?  Or it could just be that it's the transporter effect without anything in it being beamed.

    Could also just be that I'm biased towards the Star Trek 2 - 6 style transporter effect.

  • AshleyTingerAshleyTinger Posts: 498

    Well, my 2017 redesign of my Connie Class Refit corridors is... just about done I think. I wanted them relatively clean like the TMP corridors, but I like the signage in Undiscovered Country. What can you do? Made up signage, actually figured out a numbering system for the rooms I could live with, and laid out a section of corridor based off the Refit blueprints from SD. I included a little blueprint section of the corridor with camera placements. ;)

    ​Contemplating making the ODN panels removable so you can have an engineer or tech working on the conduits. :)  That involves modeling TMP-TUC style ODN conduits though... :(

    Deck 6 Midships Corridor Test 01.jpg
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  • Night-ForagerNight-Forager Posts: 128

    Well, my 2017 redesign of my Connie Class Refit corridors is... just about done I think. I wanted them relatively clean like the TMP corridors, but I like the signage in Undiscovered Country. What can you do? Made up signage, actually figured out a numbering system for the rooms I could live with, and laid out a section of corridor based off the Refit blueprints from SD. I included a little blueprint section of the corridor with camera placements. ;)

    ​Contemplating making the ODN panels removable so you can have an engineer or tech working on the conduits. :)  That involves modeling TMP-TUC style ODN conduits though... :(

    Awesome work!

  • shadowhawk1shadowhawk1 Posts: 2,208

    Well, my 2017 redesign of my Connie Class Refit corridors is... just about done I think. I wanted them relatively clean like the TMP corridors, but I like the signage in Undiscovered Country. What can you do? Made up signage, actually figured out a numbering system for the rooms I could live with, and laid out a section of corridor based off the Refit blueprints from SD. I included a little blueprint section of the corridor with camera placements. ;)

    ​Contemplating making the ODN panels removable so you can have an engineer or tech working on the conduits. :)  That involves modeling TMP-TUC style ODN conduits though... :(

    These corridors are really looking good. I really like the lighting and the clean no nonesense feel to them. Really well done! 

This discussion has been closed.