Star Trek Builders Unite 7: The Continuing Mission
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"No extra accessories will be available" - so, what about the bridge set they're in? Where did that come from?
Spock looks good, Kirk doesn't look anything like any Kirk I've seen before. I'd have thought maybe they would extend their current metaphor and make Uhura 'petite' instead of another 6' supermodel body. But, hey, that's just me ...
I thought they were.
More pics and a little info
http://www.thetrekcollective.com/2016/06/new-star-trek-barbies.html
http://scifidesign.com/2016/06/07/new-star-trek-barbie-dolls/
THat looks pretty good. Excellent lighting
The bridge is most likely just a mock-up they built for the display and photo session.
That's an awfully detailed bridge just for this display, though - all the lit panels, the molding of the chair bases - that all looks like stuff that was designed and manufactured, not just created as a backdrop (honestly, if it were a backdrop for this particular photoshoot, I'd expect it to be less toylike ... )
But more important than the Barbies is THIS: http://scifidesign.com/2016/06/09/star-trek-spock-and-1964-buick-riviera-hot-wheels-car/
As the poster says, "You may be cool, but you'll never be "Spock leaning on a Riviera" cool!"
I've seen the photo that's based on.
Render of the completed retextured bridge.
They did do several mock-ups for the 1996 Barbie and Ken including part of the bridge with the helm and viewscreen as well as a full blown transporter pad. I could absolutely see them building another partial set for photo shoots to help sell this one.
Now I would definitely get the Hot Wheels.
THose look awsome. All you need now is 1001 lens flares and it will be J.J. Abrams approved
Well, it's been a while. Comic strip time.
It's only one page. A GeorgeHaze/PDSmith collaboration again.
the link is the 3000x2400 version but I'm supplying a smaller version for people to see in the mean time.
http://pdsmith.deviantart.com/art/Star-Trek-The-Yamato-Odyssey-Adventure-One-615227600
Love the "Battle Cry".
-- Walt Sterdan
Sample page for the new Forrestal.
The story and layout looks good but I am not sure what render engine you are using but you might consider letting it run longer. The static is very distracting and feels like it was stopped early.
Was thinking about using this config, but not totally digging it.
And a shot of the Forrestal in Warp
Work continues on the TMP transporter room. I'm at the point now where I'm basically modeling in detail, so this is going much slower than slapping all the parts together. Just realized I need to trim those ceiling beams just a little bit as they're sticking into the transporter.
I ended up 'borrowing' that preformed wall pattern that Next Gen liked to use when they needed to throw up a really quick set. I'm putting that in the main transporter room and in the armory section. I did get the console modeled but I'm still playing with what will end up being the wall and background components for the control booth.
When I finish this and convert it over to a Next Gen/Voyager hybrid I'm keeping the armory and most of the structure, but I'm going to re-do the lounge and connect it with the corridor I've got there on the other side. Plus the control booth will be round and probably a little bigger for more room for Chief O'Brien. And of course the pad itself will be more like the later seasons of Next Gen.
That looks awesome. I wish I had the skills you do to make that
Thanks! I kind of blunder my way through a lot of it, but I'm getting there. ;) I'm nowhere near the level I wish I was at, but I seem to be doing ok with this.
Well after three or four hours of finishing up the details on the set, then converting it piece by piece, then importing it into DAZ, I think I'm about ready for my first render with it after I finish my texture settings.
Hard to believe, but I've finally gotten around to rendering the TOS bridge in Superfly! It still needs some work on the lighting, and I really haven't explored the possibilities of the renderer even a little, but this is with the existing materials of the set - the only changes I made were to use my more recent Firefly shaders for the ventilation screens, and because they were so close to the camera, I created a new fresnel lens to overlay the overhead lighting around the workstations. And, of course, new carpet, and my experimental status screens over the main screen. For not having to do a lot of custom shader work, it turned out very well, I think (although the 7-hour render time in order to eliminate most of the grain is a bit daunting ... ) (the sharp-eyed among you will also notice the pressure pad in front of the lift, which was used in "The Cage," but vanished with the series; I kind of like it there ;) )
Superfly in Poser 2014 and Reality for Poser both take a Looong time to render out the grain. That's one reason I've never used Reality beyond a few tests.
http://mdbruffy.deviantart.com/art/Thelen-in-her-cabin-507881528
http://mdbruffy.deviantart.com/art/Thelen-mock-up-508737174
http://mdbruffy.deviantart.com/art/Poser-9-Reality-4-test-render-506405699
I have been wondering the same thing. I don't know of one myself.
Very nice indeed! I've been playing off and on recently with converting the set to Iray, with the occasional tiny chunk of success. What did you do to get that fresnel effect on the overhead lights, and can it be done in Iray?
Well after three or four hours of finishing up the details on the TMP Transporter Room set in Truespace, then converting it piece by piece in another program, then importing it into DAZ, resizing and re-assembling the set, I decided to slap some basic materials on everything, light up the elements that needed it with iRay and throw in a figure to test the set out.

There are a few parts that need to be moved and I'm thinking I'll scale back on the reflectivity in a number of parts that really don't need it, but this set right here is entirely self-lit with iray lights and nothing else. So huzzah for me.
First is looking in from the back of the room just off the main entrance and just behind the control booth. The second is looking out from the actual transporter pad towards the booth. Third is the armory off to the side of the main room. Fourth is the lounge situated back behind the armory and the main room and booth. Fifth is the little walkway behind the control booth that leads to the lounge. I ended up making a second door there that would lead to the concentric corridor where the main entrance lies off the straight radial ones.
I'm thinking the lounge and back area there will have artwork or scultures or something lining the recess in the wall there. I'm actually very tempted and might have to go in and redo the briefing room with a similar styled recess and lights and maybe import that wall molding for a few blank spots in there as well.
What I didn't get a shot of is that there's a head right off the lounge although I didn't model a toilet or sink for it, the walls and door are there for use in the future should it be needed. ;)
Looks good!
Thanks!
Friends;
Today is the final issue of Star Trek: Legends, Episide I - Mudd's Slide. A HUGE thank you to all those who helped (and there are many many many on this forum that did), and for all those who offered advice, inspiration, and support. I'll be taking a few months off before the next episode, In Equity, to create new sets, characters, etc, and to put Mudd's Slide in PDF format as well. Before I go on hiaitus, however, I wanted to again thank you all.
Live Long and Prosper!
http://www.ncc-1701-a.net/episode1/index.php?thispage=1001