Star Trek Builders Unite 7: The Continuing Mission

14647495152101

Comments

  • AshleyTingerAshleyTinger Posts: 498
    edited March 2016
    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!
    Post edited by AshleyTinger on
  • mdbruffymdbruffy Posts: 2,345

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

  • DemonslayerDemonslayer Posts: 125

    Hi everyone!

    I've been playing around with the new DAZ Studio and Iray.  Previously, I've only been using 3.0 advanced and so DS4X is new to me.  My question is, how do I get light to emit from a texture map or glowing object?  I've cranked the ambient light way up, but it doesn't really seem to brighten the map any, and definitely is not self-illuminating.  I have not found any glow shader, but I've seen renders done in DS4X that use it. I'm working on the TOS bridge set to make it a photorealistic virtual set for my Starship Saladin fan film series.  I'm sure it's just a setting I'm not using correctly, but if anyone knows what I'm doing wrong, I'd really be thankful for some help.  :)

    Sincerely,

    Ken

  • DemonslayerDemonslayer Posts: 125
    edited March 2016
    This is a render in progress.  It's very dark, but the idea was that the lighted panels and controls would have punch and glow brightly.
    BRIDGE_TEST_RENDER.jpg
    1531 x 701 - 790K
    Post edited by Demonslayer on
  • MattymanxMattymanx Posts: 6,996
    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

    Some creativity between beveling and sub dividing may work.  Just dont stress yourself out if you cannot get it 100% right

  • AshleyTingerAshleyTinger Posts: 498
    edited March 2016
    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

    I might just be too frustrated with that outer and interior wall where the big doors go at this point, but I kind of need to get that solid to really work with the rest of the bay. I'll give it another shot before I abandon it for the big comfy room that would be Shuttlebay 1. I'm trying to decide if it's my depression that's making me go nuts over this or if I'm just not skilled enoguh to get it as smooth as I want it and still fit together.

     

    Mattymanx said:
    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

    Some creativity between beveling and sub dividing may work.  Just dont stress yourself out if you cannot get it 100% right

    Yeah I think the hardest part has been getting the shapes right (those doors and the walls are incredibly complicated for just insets in that model!) and have them look smooth when I scale it up to actually have a person next to it on a set as opposed to looking at it long distance on a model.

     

    Hi everyone!

    I've been playing around with the new DAZ Studio and Iray.  Previously, I've only been using 3.0 advanced and so DS4X is new to me.  My question is, how do I get light to emit from a texture map or glowing object?  I've cranked the ambient light way up, but it doesn't really seem to brighten the map any, and definitely is not self-illuminating.  I have not found any glow shader, but I've seen renders done in DS4X that use it. I'm working on the TOS bridge set to make it a photorealistic virtual set for my Starship Saladin fan film series.  I'm sure it's just a setting I'm not using correctly, but if anyone knows what I'm doing wrong, I'd really be thankful for some help.  :)

    Sincerely,

    Ken

    I'll give quick instructions for what I do to make a quick and dirty lighted object in DAZ. This is actually how I've started setting up all my lights.

    Select the object you want to make a light, make sure you're in the surface editing panel in DAZ. Under the Shader Presets (I think, I'm at work so I may have to edit this later) there should be one for iray and in there should be one for DAZ Uber. Double click on the default material in there to make it an iray compatible material. Under the materials in the Surface there shoudl be an Emissions Color option, you'll need to have that be any color other than black. That opens up your light options. I usally pick a middle range setting for the temperature color. Where you want to play though is with the Luminance. It defaults to a ridiculously low number if you're trying to light anything with it. I think for most things it's 1500. For my bridge, corridor and briefing room lights I cranked the Luminance setting all the way up to the 200,000 to 350,000 range to get a decent amount of light to fill a room. From there you can add in other lights to make characters show up more, like soft lights liek you would on an actual film stage, I'm kind of going the lazy route and jsut using built in scene lights. 

    For texture maps to glow, on the emissions section, make sure you add the texture map itself to the emission as well as changing the color to white. You won't need to up the luminance nearly as much on those unless you're really going for an insanely bright display. I keep it around 75,000 for a lit panel.

    I used sickleyield's Getting Started With Iray tutorial intially and sickleyield goes into some of the other settings better than I can, but that's my quick and dirty version of making a decent enough light in iRay. 

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

    How are you importing your model? Are you exporting an obj from Sketch-up and taking that file into Ds? 

    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

  • mdbruffy said:

    How are you importing your model? Are you exporting an obj from Sketch-up and taking that file into Ds? 

    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

    Yeah. I was using the free trial of Sketchup to export the mesh as an obj with and then importing into DAZ from there but there's so much clean-up involved I'd have to export it to DAZ modeling program and fix a bunch of things and then import it again and hope that the DAZ model program didn't crash in the process. It was ugly

  • mdbruffymdbruffy Posts: 2,345

    Maybe you need a different obj export file. Here's the one I use. I don't have any problems with it:

    http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html

    mdbruffy said:

    How are you importing your model? Are you exporting an obj from Sketch-up and taking that file into Ds? 

    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

    Yeah. I was using the free trial of Sketchup to export the mesh as an obj with and then importing into DAZ from there but there's so much clean-up involved I'd have to export it to DAZ modeling program and fix a bunch of things and then import it again and hope that the DAZ model program didn't crash in the process. It was ugly

     

  • DemonslayerDemonslayer Posts: 125
    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

    I might just be too frustrated with that outer and interior wall where the big doors go at this point, but I kind of need to get that solid to really work with the rest of the bay. I'll give it another shot before I abandon it for the big comfy room that would be Shuttlebay 1. I'm trying to decide if it's my depression that's making me go nuts over this or if I'm just not skilled enoguh to get it as smooth as I want it and still fit together.

     

    Mattymanx said:
    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

    Some creativity between beveling and sub dividing may work.  Just dont stress yourself out if you cannot get it 100% right

    Yeah I think the hardest part has been getting the shapes right (those doors and the walls are incredibly complicated for just insets in that model!) and have them look smooth when I scale it up to actually have a person next to it on a set as opposed to looking at it long distance on a model.

     

    Hi everyone!

    I've been playing around with the new DAZ Studio and Iray.  Previously, I've only been using 3.0 advanced and so DS4X is new to me.  My question is, how do I get light to emit from a texture map or glowing object?  I've cranked the ambient light way up, but it doesn't really seem to brighten the map any, and definitely is not self-illuminating.  I have not found any glow shader, but I've seen renders done in DS4X that use it. I'm working on the TOS bridge set to make it a photorealistic virtual set for my Starship Saladin fan film series.  I'm sure it's just a setting I'm not using correctly, but if anyone knows what I'm doing wrong, I'd really be thankful for some help.  :)

    Sincerely,

    Ken

    I'll give quick instructions for what I do to make a quick and dirty lighted object in DAZ. This is actually how I've started setting up all my lights.

    Select the object you want to make a light, make sure you're in the surface editing panel in DAZ. Under the Shader Presets (I think, I'm at work so I may have to edit this later) there should be one for iray and in there should be one for DAZ Uber. Double click on the default material in there to make it an iray compatible material. Under the materials in the Surface there shoudl be an Emissions Color option, you'll need to have that be any color other than black. That opens up your light options. I usally pick a middle range setting for the temperature color. Where you want to play though is with the Luminance. It defaults to a ridiculously low number if you're trying to light anything with it. I think for most things it's 1500. For my bridge, corridor and briefing room lights I cranked the Luminance setting all the way up to the 200,000 to 350,000 range to get a decent amount of light to fill a room. From there you can add in other lights to make characters show up more, like soft lights liek you would on an actual film stage, I'm kind of going the lazy route and jsut using built in scene lights. 

    For texture maps to glow, on the emissions section, make sure you add the texture map itself to the emission as well as changing the color to white. You won't need to up the luminance nearly as much on those unless you're really going for an insanely bright display. I keep it around 75,000 for a lit panel.

    I used sickleyield's Getting Started With Iray tutorial intially and sickleyield goes into some of the other settings better than I can, but that's my quick and dirty version of making a decent enough light in iRay. 

    Thank you very much for the advice on this.  I watched the video as well, now I just need to try it.  I planned to last night, but my son dragged me out to see Deadpool.  :)

  • hphoenixhphoenix Posts: 1,335

    Hi everyone!

    I've been playing around with the new DAZ Studio and Iray.  Previously, I've only been using 3.0 advanced and so DS4X is new to me.  My question is, how do I get light to emit from a texture map or glowing object?  I've cranked the ambient light way up, but it doesn't really seem to brighten the map any, and definitely is not self-illuminating.  I have not found any glow shader, but I've seen renders done in DS4X that use it. I'm working on the TOS bridge set to make it a photorealistic virtual set for my Starship Saladin fan film series.  I'm sure it's just a setting I'm not using correctly, but if anyone knows what I'm doing wrong, I'd really be thankful for some help.  :)

    Sincerely,

    Ken

    Are you rendering in 3Delight or Iray?  (it's a setting at the top of the render settings pane.)

    If you are rendering in Iray, ambient won't work, you have to make the 'illuminating' surfaces emissive.  There is a default emissive shader in the Iray shaders included with DS4.8+, and you'll need to adjust the color and intensity of the light output from the emissive shader for each surface that is emitting light.

     

  • OstadanOstadan Posts: 1,130
    hphoenix said:

    Hi everyone!

    I've been playing around with the new DAZ Studio and Iray.  Previously, I've only been using 3.0 advanced and so DS4X is new to me.  My question is, how do I get light to emit from a texture map or glowing object?  I've cranked the ambient light way up, but it doesn't really seem to brighten the map any, and definitely is not self-illuminating.  I have not found any glow shader, but I've seen renders done in DS4X that use it. I'm working on the TOS bridge set to make it a photorealistic virtual set for my Starship Saladin fan film series.  I'm sure it's just a setting I'm not using correctly, but if anyone knows what I'm doing wrong, I'd really be thankful for some help.  :)

    Sincerely,

    Ken

    Are you rendering in 3Delight or Iray?  (it's a setting at the top of the render settings pane.)

    If you are rendering in Iray, ambient won't work, you have to make the 'illuminating' surfaces emissive.  There is a default emissive shader in the Iray shaders included with DS4.8+, and you'll need to adjust the color and intensity of the light output from the emissive shader for each surface that is emitting light.

     

    Note that 3delight ambient "light" doesn't actually cast light (it can't illuminate a dark room).  Iray emissives are like the 3Delight UberAreaLight and do cast light onto other objects.  So you don't have to crank that emitted light output power way up; just enough so that it is visible even when in shadow.

  • mdbruffy said:

    Maybe you need a different obj export file. Here's the one I use. I don't have any problems with it:

    http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html

    mdbruffy said:

    How are you importing your model? Are you exporting an obj from Sketch-up and taking that file into Ds? 

    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

    Yeah. I was using the free trial of Sketchup to export the mesh as an obj with and then importing into DAZ from there but there's so much clean-up involved I'd have to export it to DAZ modeling program and fix a bunch of things and then import it again and hope that the DAZ model program didn't crash in the process. It was ugly

     

    I'll have to give it a shot later. Thanks!

  • mdbruffymdbruffy Posts: 2,345

    You're welcome.

    mdbruffy said:

    Maybe you need a different obj export file. Here's the one I use. I don't have any problems with it:

    http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html

    mdbruffy said:

    How are you importing your model? Are you exporting an obj from Sketch-up and taking that file into Ds? 

    mdbruffy said:

    What modeling program are you using again? Maybe a different program would help. Mylochoka found that the program I use a lot- Sketch-up- is very easy to use.You litterally draw the shape you want and pull it into existance. Then just export it as an obj file.

    mdbruffy said:

    Would this pic help any? all you really need is an angled exterior wall.

    I'm having a really toughtime building the secondary hull shuttlebays in the Galaxy class. Bay 2 and 3 if built by themselves wouldn't be too bad, but it's the EXTREMELY subtle curves of the neck of the cobra of the engineering hull on the Galaxy that are driving me slowly insane.

    I'm actually thinking seriously about simply building the main shuttlebay on the saucer section and calling it good. The walls would be much straighter, it's just as big a complex as what I'm trying to build in much tighter areas of the ship and I'd not have to deal with some really picky curves and angles. 

    At least on first glance... ugh. Decisions.

     

     

    I'm actually using part of Prologic's Ent D model for the exterior now as a base because my scaling was way off, but I haven't been able to get the curves on the doors and the soft edges just right. I'd really like to be able to have this work as an interior as well as a partial exterior to get some dramatic shuttle lift off visuals but it might be a bit beyond my modeling skills right now. Thanks for trying to help though!

     

    I'm using Truespace 3.0 which is a really old version of it but it's the more ashe-friendly version. ;)  I do have sketch-up but getting sketch-up to import to DAZ on my machine is an exercise in frustration. Geting from TS to DAZ also requires a 3rd party program but I get better results with less clean-up, generally anyway. 

    Yeah. I was using the free trial of Sketchup to export the mesh as an obj with and then importing into DAZ from there but there's so much clean-up involved I'd have to export it to DAZ modeling program and fix a bunch of things and then import it again and hope that the DAZ model program didn't crash in the process. It was ugly

     

    I'll have to give it a shot later. Thanks!

     

  • So has anyone tried putting textures on the poser/Daz conversion of Prologic's Enterprise D?  While I do like the David Metlesits version, there's just this striking elegance to the Prologic version. Plus it can saucer seperate. ;)

    I've tried putting the basic ones on it off the lightwave version that was on the original site, but it's wrapped very differently it looks like and the textures just don't show up in renders. I've tagged my attempt with the prologic version alongside the Metlesits version, the prologic version on the right. I actually positioned the models around the 'phaser' blast and left the camera alone.

    If there aren't usable textures out there I'll look into trying to unwrap it and make my own, but I'd love it if someone has a fixed up texture set they'd be willing to share. :)

    republic firing phasers dmets version up.jpg
    3840 x 2160 - 562K
    republic firing phasers prologic version up.jpg
    3840 x 2160 - 513K
  • DemonslayerDemonslayer Posts: 125

    Hey everyone, thank you for your help.  I think I have the hang of it now.  :)  Here's some images.  :)

    BRIDGE_TEST_RENDER_002.jpg
    1540 x 701 - 738K
    BRIDGE_TEST_RENDER_002.jpg
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  • mdbruffymdbruffy Posts: 2,345

    Looks great!

    Hey everyone, thank you for your help.  I think I have the hang of it now.  :)  Here's some images.  :)

     

  • Good Job Ken!

  • murbymurby Posts: 35
    edited April 2016

    Star Trek DS9 Bajoran Militia PADD for Daz Studio

    Converted with some adjustements from newdominion,'s stl model 
    Extract files from.ZIP archive, then copy content in your Daz Studio library and open dpadd.duf file with DAZ Studio 
    Locate texture if requested.
    No character provided.

    Download Bajoran Militia PADD .duf model from my blog

    Credits: 
    - Mylochka’s Bajoran uniform texture and Hair
    - Mylochka’s Bajoran Earrings for V4 

    Also in DeviantArt

    !bajoran_padd.jpg
    480 x 360 - 14K
    bajor_militia_padd640.jpg
    640 x 480 - 65K
    Post edited by murby on
  • Hey everyone, thank you for your help.  I think I have the hang of it now.  :)  Here's some images.  :)

    Nice work!

  • PtropePtrope Posts: 696

    Hey everyone, thank you for your help.  I think I have the hang of it now.  :)  Here's some images.  :)

    VERY nice! Well done!

  • I'm experimenting with ships again when I should be building a shuttlebay, so bear with me.

    Does anyone have any advice on how to set up the Aztec style light reflections in Poser/Daz that we see on the Refit Enterprise? I'm working specifically with the Dennis Bailey Refit Enterprise that mattymanx converted to Poser/Daz and it comes with a nice set of textures that I just can't seem to set up correctly to get that aztec pattern reflection to work right.

    I found a tutorial for Lightwave but it uses several layers of texturing that Daz definitely doesn't have. What I tried was to put the Aztec layer on Specular at 70% and also on the Diffuse at 30% with 100% glossiness.  The results were... awful. I just realized I should probably have shared them. Ugh. 

    What I'm trying now is leaving the Diffuse at 30% sot he model isn't stark white, the specular is sitting at 70% and I loaded up a texture into the glossiness but I left it at100%. Reading over some of the settings documentation now though that doesn't seem right either.  

    Has anyone played with this to get the aztec effect in either Poser or Daz with this and can offer up some advice?

  • MattymanxMattymanx Posts: 6,996

    Try setting the diffuse to 70% and spec to 30%

  • mdbruffymdbruffy Posts: 2,345

    Have you tried over-laying the axtec pattern on the texture map itself? It would have to be just visable enough to show.

    I'm experimenting with ships again when I should be building a shuttlebay, so bear with me.

    Does anyone have any advice on how to set up the Aztec style light reflections in Poser/Daz that we see on the Refit Enterprise? I'm working specifically with the Dennis Bailey Refit Enterprise that mattymanx converted to Poser/Daz and it comes with a nice set of textures that I just can't seem to set up correctly to get that aztec pattern reflection to work right.

    I found a tutorial for Lightwave but it uses several layers of texturing that Daz definitely doesn't have. What I tried was to put the Aztec layer on Specular at 70% and also on the Diffuse at 30% with 100% glossiness.  The results were... awful. I just realized I should probably have shared them. Ugh. 

    What I'm trying now is leaving the Diffuse at 30% sot he model isn't stark white, the specular is sitting at 70% and I loaded up a texture into the glossiness but I left it at100%. Reading over some of the settings documentation now though that doesn't seem right either.  

    Has anyone played with this to get the aztec effect in either Poser or Daz with this and can offer up some advice?

     

  • Mattymanx said:

    Try setting the diffuse to 70% and spec to 30%

    Tried and while it looks better still not getting the reflecting I want. I may just not be using the right kind of lighting or need to adjust it.

     

    mdbruffy said:

    Have you tried over-laying the axtec pattern on the texture map itself? It would have to be just visable enough to show.

    I'm experimenting with ships again when I should be building a shuttlebay, so bear with me.

    Does anyone have any advice on how to set up the Aztec style light reflections in Poser/Daz that we see on the Refit Enterprise? I'm working specifically with the Dennis Bailey Refit Enterprise that mattymanx converted to Poser/Daz and it comes with a nice set of textures that I just can't seem to set up correctly to get that aztec pattern reflection to work right.

    I found a tutorial for Lightwave but it uses several layers of texturing that Daz definitely doesn't have. What I tried was to put the Aztec layer on Specular at 70% and also on the Diffuse at 30% with 100% glossiness.  The results were... awful. I just realized I should probably have shared them. Ugh. 

    What I'm trying now is leaving the Diffuse at 30% sot he model isn't stark white, the specular is sitting at 70% and I loaded up a texture into the glossiness but I left it at100%. Reading over some of the settings documentation now though that doesn't seem right either.  

    Has anyone played with this to get the aztec effect in either Poser or Daz with this and can offer up some advice?

     

    I'm thinking that's what I might end up doing to save my sanity. I'm toying with getting the 'lights' that the ship has set up mostly like they are in the film and was really annoyed none of the patterns were reflecting so Imight jsut cheat it and go that route. It's entirely possible that the lights I'm using are just blowing them out or aren't set up correctly as well. I figure for as little as she's going to actually show up in the story as an exterior shot I may be completely over-doing it like normal ;)

  • mdbruffymdbruffy Posts: 2,345

    Check for a PM.

    Mattymanx said:

    Try setting the diffuse to 70% and spec to 30%

    Tried and while it looks better still not getting the reflecting I want. I may just not be using the right kind of lighting or need to adjust it.

     

    mdbruffy said:

    Have you tried over-laying the axtec pattern on the texture map itself? It would have to be just visable enough to show.

    I'm experimenting with ships again when I should be building a shuttlebay, so bear with me.

    Does anyone have any advice on how to set up the Aztec style light reflections in Poser/Daz that we see on the Refit Enterprise? I'm working specifically with the Dennis Bailey Refit Enterprise that mattymanx converted to Poser/Daz and it comes with a nice set of textures that I just can't seem to set up correctly to get that aztec pattern reflection to work right.

    I found a tutorial for Lightwave but it uses several layers of texturing that Daz definitely doesn't have. What I tried was to put the Aztec layer on Specular at 70% and also on the Diffuse at 30% with 100% glossiness.  The results were... awful. I just realized I should probably have shared them. Ugh. 

    What I'm trying now is leaving the Diffuse at 30% sot he model isn't stark white, the specular is sitting at 70% and I loaded up a texture into the glossiness but I left it at100%. Reading over some of the settings documentation now though that doesn't seem right either.  

    Has anyone played with this to get the aztec effect in either Poser or Daz with this and can offer up some advice?

     

    I'm thinking that's what I might end up doing to save my sanity. I'm toying with getting the 'lights' that the ship has set up mostly like they are in the film and was really annoyed none of the patterns were reflecting so Imight jsut cheat it and go that route. It's entirely possible that the lights I'm using are just blowing them out or aren't set up correctly as well. I figure for as little as she's going to actually show up in the story as an exterior shot I may be completely over-doing it like normal ;)

     

  • jaguarry3jaguarry3 Posts: 230

    Hi ,

    Can anyone recommend a good program for producing a staship schematic, preferably free

  • nightwolf1982nightwolf1982 Posts: 1,226
    edited March 2016

    The first image is what I got using Specular Strength at 70%, and Reflection Strength at 10%.  Setting the Reflection Strength higher gives better results, in the second image, Reflection Strength is at 30%.  Glossiness is 0% for both images.

    aztec.jpg
    823 x 881 - 271K
    aztec 2.jpg
    823 x 881 - 225K
    Post edited by nightwolf1982 on
  • The first image is what I got using Specular Strength at 70%, and Reflection Strength at 10%.  Setting the Reflection Strength higher gives better results, in the second image, Reflection Strength is at 30%.  Glossiness is 0% for both images.

    Ahh thanks for that. I'll have to give it a shot.

    I was playing around with the ship again and found there was a fully modeled officer's lounge just under the bridge, so I shrunk one of my characters down and lit the room and did a test render. Not too bad.

    officer's lounge daz up.jpg
    1920 x 1080 - 162K
  • mdbruffymdbruffy Posts: 2,345

    Looks good. If you want a large version, I haveone in my DA gallery:

     

    http://mdbruffy.deviantart.com/art/Officers-Lounge-431450712

    The first image is what I got using Specular Strength at 70%, and Reflection Strength at 10%.  Setting the Reflection Strength higher gives better results, in the second image, Reflection Strength is at 30%.  Glossiness is 0% for both images.

    Ahh thanks for that. I'll have to give it a shot.

    I was playing around with the ship again and found there was a fully modeled officer's lounge just under the bridge, so I shrunk one of my characters down and lit the room and did a test render. Not too bad.

     

This discussion has been closed.