Star Trek Builders Unite 7: The Continuing Mission

14748505253101

Comments

  • mdbruffy said:

    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.

     

    I had yours downloaded already I just hadn't set it up yet. :)

  • mdbruffymdbruffy Posts: 2,345

    Okay.smiley

    mdbruffy said:

    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.

     

    I had yours downloaded already I just hadn't set it up yet. :)

     

  • mdbruffy said:

    Okay.smiley

    mdbruffy said:

    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.

     

    I had yours downloaded already I just hadn't set it up yet. :)

     

    Yeah I went on a huge download spree when I first got it in my head that I wanted to do this and have been collecting them for awhile.

  • mdbruffymdbruffy Posts: 2,345

    That's the only way to do stuff like this. I collected props and effects two years before I got to the story I wanted them for,because I knew if I waited, there was a good chance these things might not be availble later on.

    mdbruffy said:

    Okay.smiley

    mdbruffy said:

    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.

     

    I had yours downloaded already I just hadn't set it up yet. :)

     

    Yeah I went on a huge download spree when I first got it in my head that I wanted to do this and have been collecting them for awhile.

     

  • murbymurby Posts: 35
    edited April 2016

    Star Trek DS9 Cardassian Tricorders for Daz Studio

    Download Cardassian Tricorders .duf model from my blog

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

    Also in DeviantArt

    cardassian_tricorder1A640.jpg
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    cardassian_tricorder480.jpg
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    Post edited by murby on
  • SpottedKittySpottedKitty Posts: 7,232
    murby said:
    Extract files from.ZIP archive, then copy content in your Daz Studio library and open .duf file with DAZ Studio 

    Locate texture if requested.

    Probably very nice (I don't have any similar Cardassian props), but it's unuseable. You've got D|S-format .duf files in a Poser Runtime (which doesn't work) and D|S .duf files with no /data/ files (which also doesn't work). This should not work on your computer. It definitely won't work on mine, or anyone else's. How did you save the D|S files after importing the mesh?

  • murbymurby Posts: 35
    murby said:
    Extract files from.ZIP archive, then copy content in your Daz Studio library and open .duf file with DAZ Studio 

    Locate texture if requested.

    Probably very nice (I don't have any similar Cardassian props), but it's unuseable. You've got D|S-format .duf files in a Poser Runtime (which doesn't work) and D|S .duf files with no /data/ files (which also doesn't work). This should not work on your computer. It definitely won't work on mine, or anyone else's. How did you save the D|S files after importing the mesh?

    .duf in .zip is a scene file and works on my pc with daz studio 4 and other release.

    I no longer use Poser, but only his runtime directory where I saved old works made with it and also new .duf files made with daz studio.

  • murby said:
    murby said:
    Extract files from.ZIP archive, then copy content in your Daz Studio library and open .duf file with DAZ Studio 

    Locate texture if requested.

    Probably very nice (I don't have any similar Cardassian props), but it's unuseable. You've got D|S-format .duf files in a Poser Runtime (which doesn't work) and D|S .duf files with no /data/ files (which also doesn't work). This should not work on your computer. It definitely won't work on mine, or anyone else's. How did you save the D|S files after importing the mesh?

    .duf in .zip is a scene file and works on my pc with daz studio 4 and other release.

    I no longer use Poser, but only his runtime directory where I saved old works made with it and also new .duf files made with daz studio.

    I have a runtime folder set up within my DAZ Studio directory as well. DAZ sorts it out by DAZ files and Poser files on the menu which makes it a little inconvenient to find things, but when you click the icon to load them DAZ knows where everything is that way. 

  • murbymurby Posts: 35
    edited March 2016
    murby said:
    murby said:
    Extract files from.ZIP archive, then copy content in your Daz Studio library and open .duf file with DAZ Studio 

    Locate texture if requested.

    Probably very nice (I don't have any similar Cardassian props), but it's unuseable. You've got D|S-format .duf files in a Poser Runtime (which doesn't work) and D|S .duf files with no /data/ files (which also doesn't work). This should not work on your computer. It definitely won't work on mine, or anyone else's. How did you save the D|S files after importing the mesh?

    .duf in .zip is a scene file and works on my pc with daz studio 4 and other release.

    I no longer use Poser, but only his runtime directory where I saved old works made with it and also new .duf files made with daz studio.

    I have a runtime folder set up within my DAZ Studio directory as well. DAZ sorts it out by DAZ files and Poser files on the menu which makes it a little inconvenient to find things, but when you click the icon to load them DAZ knows where everything is that way. 

    Sure, I forgot, also my poser runtime is set up within Daz Studio directory.

    Post edited by murby on
  • RedfernRedfern Posts: 1,647
    edited March 2016

    Talent night on the Enterprise

    Ever wonder what happened to Balok's puppet?  Crewman Jones nabbed it before the Fesarius left. Afterwards, well, the ship's weekly talent show was never quite the same.

    Balok puppet...Bluto

    Briefing room...Ptrope

    Trek uniform elements...XCalPro

    Evil Keeper robes...PoserWorld

    Sincerely,

    Bill

    Post edited by Redfern on
  • PtropePtrope Posts: 696

    Hah!! I hope you think about entering this @ TrekBBS - it would make sense given the monthly topic ;). I love Balok's expression!

  • RedfernRedfern Posts: 1,647
    edited March 2016

    But it's not really a "civilian" situation, merely "off duty".  So it doesn;t really meet the parameters of the monthly theme.

    Plus, I've presented this piece in several places already.  Isn't that an instant disqualification?

    Sincerely,

    Bill

    Post edited by Redfern on
  • PtropePtrope Posts: 696

    Ah, this was the first time I'd seen it - didn't know you had dunhamed it ;-). Depending on your interest, though, it might not be too tough to re-render with civilian clothes and setting ;).

  • jaguarry3jaguarry3 Posts: 230

    Been retasking Ptrobes excellant TOS bridge to make an Axanar style bridge for my USS T'pol model. These are latest WIP Changed the top monitors on the work stations, added new helm,crew chair and a couple of extra  workstations . Rebuilt the captains chair  and other minor changes. Still working on the graphics for the monitors

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  • murbymurby Posts: 35
    edited April 2016

    Download Ferengi Padd .duf model from my blog

    Converted with some adjustements from newdominion,'s stl model 
    I saved .duf scene file in my old poser runtime directory.
    Before open this .duf file set up poser runtime within your DAZ Studio directory if not present
    When open file locate textures if requested.

    Also in DeviantArt

    ferengi_padd.jpg
    1024 x 768 - 100K
    Post edited by murby on
  • nightwolf1982nightwolf1982 Posts: 1,226

    jaguarry3, that command area looks crowded!  Doesn't look like there's enough room for crew at the two side stations.  Even the helm and the captain's chair look a little too close for comfort.

  • jaguarry3jaguarry3 Posts: 230

    jaguarry3, that command area looks crowded!  Doesn't look like there's enough room for crew at the two side stations.  Even the helm and the captain's chair look a little too close for comfort.

    Hi Nightwolf,  Once I got the scale sorted it worked out ok

     

     

    Work stations.jpg
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  • galattgalatt Posts: 226

    Spent the morning trying to make a Ferengi morph...

    Ended up with a fin headed crime against nature.

    The quest continues...

  • I haven't been in the mood to work on anything the past few weeks. Lost my cat to cancer, I won't go into details. It's not been a good week.  I needed to do something creative though to get my mind off of it and went to town blocking out the main shuttlebay from the Whitefire Enterprise D blueprints. It's not going to be exact,I don't have a roof on it yet or the main entrance with the door built yet, and I really don't like the side areas that would be for workbee's, but I wanted to see how it'd look all blocked out at least. Those are the Chaffee obj's I imported and scaled to the shuttles on the Whitefire layout. I had to fuss with the arrangements of Decks 2 and 3 a bit to get proper room for Deck 4 to have enough room to properly fit what's going to be the main workhorse of the Republic, the Weyland Type-4, but it's still pretty much true to the blueprints to a point. I'm not sure spacing for Deck 3 was taken into account when it was layed out over deck 4. There's enough room on the split view, but when you overlay them with the spacing as the blueprints have them, it didn't quite work.  I'm not planning on building those out anyway, but I wanted to take into account the turbolifts and floors and walls that would be cutting into the shuttlebay just right. 

    Lots of detailing and better modeling to go into this if I do proceed forward, and I think I probably will be. While I like the idea of that shuttlebay 2 and 3 complex I'm working on, I really think the main shuttlebay would actually get more of a work out than those two smaller bays ever really would and we just never saw it on screen. 

    main shuttlebay ts build 1.jpg
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  • I haven't been in the mood to work on anything the past few weeks. Lost my cat to cancer, I won't go into details. It's not been a good week.  I needed to do something creative though to get my mind off of it and went to town blocking out the main shuttlebay from the Whitefire Enterprise D blueprints. It's not going to be exact,I don't have a roof on it yet or the main entrance with the door built yet, and I really don't like the side areas that would be for workbee's, but I wanted to see how it'd look all blocked out at least. Those are the Chaffee obj's I imported and scaled to the shuttles on the Whitefire layout. I had to fuss with the arrangements of Decks 2 and 3 a bit to get proper room for Deck 4 to have enough room to properly fit what's going to be the main workhorse of the Republic, the Weyland Type-4, but it's still pretty much true to the blueprints to a point. I'm not sure spacing for Deck 3 was taken into account when it was layed out over deck 4. There's enough room on the split view, but when you overlay them with the spacing as the blueprints have them, it didn't quite work.  I'm not planning on building those out anyway, but I wanted to take into account the turbolifts and floors and walls that would be cutting into the shuttlebay just right. 

    Lots of detailing and better modeling to go into this if I do proceed forward, and I think I probably will be. While I like the idea of that shuttlebay 2 and 3 complex I'm working on, I really think the main shuttlebay would actually get more of a work out than those two smaller bays ever really would and we just never saw it on screen. 

    Looking really awesome so far!

    I've often envisioned the Galaxy-class as being a good canon candidate for a Starfleet "aircraft" carrier, so I'm really glad to see this in action.

  • mdbruffymdbruffy Posts: 2,345

    Actually, as far as I know, there was only one time the Main Shuttle Bay was shown with the hanger doors open and that was in "Cause and Effect". Every other time they needed to show a shuttle bay it was one of the smaller ones primarily because they were smaller and it didn't require as much to build them.

    I haven't been in the mood to work on anything the past few weeks. Lost my cat to cancer, I won't go into details. It's not been a good week.  I needed to do something creative though to get my mind off of it and went to town blocking out the main shuttlebay from the Whitefire Enterprise D blueprints. It's not going to be exact,I don't have a roof on it yet or the main entrance with the door built yet, and I really don't like the side areas that would be for workbee's, but I wanted to see how it'd look all blocked out at least. Those are the Chaffee obj's I imported and scaled to the shuttles on the Whitefire layout. I had to fuss with the arrangements of Decks 2 and 3 a bit to get proper room for Deck 4 to have enough room to properly fit what's going to be the main workhorse of the Republic, the Weyland Type-4, but it's still pretty much true to the blueprints to a point. I'm not sure spacing for Deck 3 was taken into account when it was layed out over deck 4. There's enough room on the split view, but when you overlay them with the spacing as the blueprints have them, it didn't quite work.  I'm not planning on building those out anyway, but I wanted to take into account the turbolifts and floors and walls that would be cutting into the shuttlebay just right. 

    Lots of detailing and better modeling to go into this if I do proceed forward, and I think I probably will be. While I like the idea of that shuttlebay 2 and 3 complex I'm working on, I really think the main shuttlebay would actually get more of a work out than those two smaller bays ever really would and we just never saw it on screen. 

     

  • mdbruffy said:

    Actually, as far as I know, there was only one time the Main Shuttle Bay was shown with the hanger doors open and that was in "Cause and Effect". Every other time they needed to show a shuttle bay it was one of the smaller ones primarily because they were smaller and it didn't require as much to build them.

    I haven't been in the mood to work on anything the past few weeks. Lost my cat to cancer, I won't go into details. It's not been a good week.  I needed to do something creative though to get my mind off of it and went to town blocking out the main shuttlebay from the Whitefire Enterprise D blueprints. It's not going to be exact,I don't have a roof on it yet or the main entrance with the door built yet, and I really don't like the side areas that would be for workbee's, but I wanted to see how it'd look all blocked out at least. Those are the Chaffee obj's I imported and scaled to the shuttles on the Whitefire layout. I had to fuss with the arrangements of Decks 2 and 3 a bit to get proper room for Deck 4 to have enough room to properly fit what's going to be the main workhorse of the Republic, the Weyland Type-4, but it's still pretty much true to the blueprints to a point. I'm not sure spacing for Deck 3 was taken into account when it was layed out over deck 4. There's enough room on the split view, but when you overlay them with the spacing as the blueprints have them, it didn't quite work.  I'm not planning on building those out anyway, but I wanted to take into account the turbolifts and floors and walls that would be cutting into the shuttlebay just right. 

    Lots of detailing and better modeling to go into this if I do proceed forward, and I think I probably will be. While I like the idea of that shuttlebay 2 and 3 complex I'm working on, I really think the main shuttlebay would actually get more of a work out than those two smaller bays ever really would and we just never saw it on screen. 

     

    Yup. They never had the budget for the big bay, but that really would be the primary one. 

    I haven't been in the mood to work on anything the past few weeks. Lost my cat to cancer, I won't go into details. It's not been a good week.  I needed to do something creative though to get my mind off of it and went to town blocking out the main shuttlebay from the Whitefire Enterprise D blueprints. It's not going to be exact,I don't have a roof on it yet or the main entrance with the door built yet, and I really don't like the side areas that would be for workbee's, but I wanted to see how it'd look all blocked out at least. Those are the Chaffee obj's I imported and scaled to the shuttles on the Whitefire layout. I had to fuss with the arrangements of Decks 2 and 3 a bit to get proper room for Deck 4 to have enough room to properly fit what's going to be the main workhorse of the Republic, the Weyland Type-4, but it's still pretty much true to the blueprints to a point. I'm not sure spacing for Deck 3 was taken into account when it was layed out over deck 4. There's enough room on the split view, but when you overlay them with the spacing as the blueprints have them, it didn't quite work.  I'm not planning on building those out anyway, but I wanted to take into account the turbolifts and floors and walls that would be cutting into the shuttlebay just right. 

    Lots of detailing and better modeling to go into this if I do proceed forward, and I think I probably will be. While I like the idea of that shuttlebay 2 and 3 complex I'm working on, I really think the main shuttlebay would actually get more of a work out than those two smaller bays ever really would and we just never saw it on screen. 

    Looking really awesome so far!

    I've often envisioned the Galaxy-class as being a good canon candidate for a Starfleet "aircraft" carrier, so I'm really glad to see this in action.

    I've seen some of the versions set up to work as a carrier and it most definitely could. 

  • SpottedKittySpottedKitty Posts: 7,232

    Now that's interesting; I never realised the main shuttlebay was so huge, taking up most of deck 4 (and the overhang in deck 3). That one brief scene in "Cause And Effect" didn't really let us see very far in through the open door.

  • mdbruffymdbruffy Posts: 2,345

    I think the main reason for that was the fact that the model wasn't detailed on the inside. All we got was just a little of a far wall, part of the deck and a couple of small shuttles- which were most likely pre-existing models. 

    Now that's interesting; I never realised the main shuttlebay was so huge, taking up most of deck 4 (and the overhang in deck 3). That one brief scene in "Cause And Effect" didn't really let us see very far in through the open door.

     

  • Now that's interesting; I never realised the main shuttlebay was so huge, taking up most of deck 4 (and the overhang in deck 3). That one brief scene in "Cause And Effect" didn't really let us see very far in through the open door.

    Which really explains why decompressing the bay was able to move the entire ship. It also entends up into part of deck 2 on the plans. Plus there's shuttle repair bays that go two decks below it. Now, those are the Whitefrie plans, not necessarily official, but an alternate take on the ship layout either way. 

    mdbruffy said:

    I think the main reason for that was the fact that the model wasn't detailed on the inside. All we got was just a little of a far wall, part of the deck and a couple of small shuttles- which were most likely pre-existing models. 

    Now that's interesting; I never realised the main shuttlebay was so huge, taking up most of deck 4 (and the overhang in deck 3). That one brief scene in "Cause And Effect" didn't really let us see very far in through the open door.

     

    Yeah it got sold as part of the 'That's a Wrap' Auction. It didn't extend in very far at all. There's some pics of it on Memory Alpha.

  • mdbruffymdbruffy Posts: 2,345

    If that episode had been a movie, we would have seen the decompression from inside the bay and we would have gotten to see all kinds of detail.

    Now that's interesting; I never realised the main shuttlebay was so huge, taking up most of deck 4 (and the overhang in deck 3). That one brief scene in "Cause And Effect" didn't really let us see very far in through the open door.

    Which really explains why decompressing the bay was able to move the entire ship. It also entends up into part of deck 2 on the plans. Plus there's shuttle repair bays that go two decks below it. Now, those are the Whitefrie plans, not necessarily official, but an alternate take on the ship layout either way. 

    mdbruffy said:

    I think the main reason for that was the fact that the model wasn't detailed on the inside. All we got was just a little of a far wall, part of the deck and a couple of small shuttles- which were most likely pre-existing models. 

    Now that's interesting; I never realised the main shuttlebay was so huge, taking up most of deck 4 (and the overhang in deck 3). That one brief scene in "Cause And Effect" didn't really let us see very far in through the open door.

     

    Yeah it got sold as part of the 'That's a Wrap' Auction. It didn't extend in very far at all. There's some pics of it on Memory Alpha.

     

  • Will DeckerWill Decker Posts: 188

    It's been a while since I have posted anything. I have been going through some pretty bad stuff in my personal life and I am slowly getting out of it. I did my first picture for Forrestal in a while, I thought I would share it here with everyone. 

     

    Forrestal Command Crew1C.jpg
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  • DemonslayerDemonslayer Posts: 125
    edited April 2016

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

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    Post edited by Demonslayer on
  • mdbruffymdbruffy Posts: 2,345
    edited April 2016

    Hey Ken!

    Came across this some time back. Might be intresting if nothing else:

     

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

     

    Post edited by mdbruffy on
  • Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

    I've noticed a similar problem with the doors on RDuda's sets. Only one door seemw to work properly; the rest "stretch" for some odd reason.

     

    By the way, your Captain's chair is looking great so far!

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This discussion has been closed.