Star Trek Builders Unite 5 : Where no pixel has gone before

1151618202150

Comments

  • TheCastellanTheCastellan Posts: 711
    edited February 2014

    I never liked the uniforms during the ST2-ST6 era, felt way too military for me. Hell, I always roll my eyes at that one cadet in engineering sounding more like some army private during the inspection scenes. :P Guess I preferred the much less military in the other eras

    Post edited by TheCastellan on
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I never liked the uniforms during the ST2-ST6 era, felt way too military for me. Hell, I always roll my eyes at that one cadet in engineering sounding more like some army private during the inspection scenes. :P Guess I preferred the much less military in the other eras

    Well, WOK and ST:6 both had more of a military feel to them in both story and designs. Then, too, the one aspect I can't argue with is the fact that all versions of 'Trek reflect the era they were made in. The movies were made at a time when the military and political atmosphere of - not only the country, but the world- was more prominent than it was before.

  • mdbruffymdbruffy Posts: 2,345
    edited February 2014

    OKay, this beast is ready for testing. It's objs and a Poser pro 2014 scene file. So, who wants to be the first victim? :smirk:

    Viewport_test_2.jpg
    1733 x 905 - 434K
    Post edited by mdbruffy on
  • PtropePtrope Posts: 696
    edited December 1969

    mdbruffy said:
    Ptrope said:
    Another angle. Because the screen is now also a window, I figured there was no longer enough depth around the forward bridge to have that forward door on the port side (what could be behind it but space? ;)), so instead I've put in an emergency escape hatch that would open over a ladder to the deck below, and tried to consider how it could be lit to always be obvious.

    If the shields go down and the enemy puts a phaser blast or a torpedo through that window, the crew won't have time to reach it.

    True ;). But then, if a phaser blast or torpedo could come through that window, it probably wouldn't matter much where the escape hatch was ;).

  • blutobluto Posts: 912
    edited February 2014

    mdbruffy said:
    OKay, this beast is ready for testing. It's objs and a Poser pro 2014 scene file. So, who wants to be the first victim? :smirk:


    I would be happy to test it in poser 9 and 7

    Post edited by bluto on
  • nightwolf1982nightwolf1982 Posts: 1,226
    edited February 2014

    mdbruffy, I've got Poser Pro 2014 and DAZ, be happy to take a look

    Post edited by nightwolf1982 on
  • shadowhawk1shadowhawk1 Posts: 2,203
    edited December 1969

    I have Poser Pro 2014 I can give it a quick spin around the galaxy for you.

  • shadowhawk1shadowhawk1 Posts: 2,203
    edited February 2014

    mdbruffy said:
    Personally, I like the look of the WOK uniforms, but I thought they made the cast look fat where they were so bulky. That's one reason, when I moved Nova Trek into the movie-era, I put Jan in the turttle neck and vest most of the time.

    You made an interesting choice putting a black skirt with the WOK turtle neck and vest instead of the maroon pants or maroon skirt for the female uniform. It is a good look and uniquely yours it kind of reminds me of a cross between a females Class A dress uniform Skirt and Calss B blouse/turtleneck uniforms.

    I liked the formality of the WOK costumes, but I agree about the bulk. Though I do wish the color palette had more variety, like a blue jacket for the Sciences and maybe a rust or brown for Engineering.

    I like the color change options for coat you came up with, it would make identifing a crew members section and job catagory a lot easier as well as being to determine where casualties are coming from.

    I have to hand it you you both you have taken an otherwise drab (at least to me) uniform and really turned it into something that could be easily dropped into the TNG or DS9 areas.

    Post edited by shadowhawk1 on
  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Ptrope said:
    mdbruffy said:
    Ptrope said:
    Another angle. Because the screen is now also a window, I figured there was no longer enough depth around the forward bridge to have that forward door on the port side (what could be behind it but space? ;)), so instead I've put in an emergency escape hatch that would open over a ladder to the deck below, and tried to consider how it could be lit to always be obvious.

    If the shields go down and the enemy puts a phaser blast or a torpedo through that window, the crew won't have time to reach it.

    True ;). But then, if a phaser blast or torpedo could come through that window, it probably wouldn't matter much where the escape hatch was ;).

    I've been thinking about this and I only see one way to save the bridge crew. Put single person transporter units under each chair and tie them into the controls for the shield section that covers that window. Set them up like a "Deadman's switch" as long as that shield functions. they stay off-line. But the moment it goes down, the transporter units would send the bridge crew to the Auxillary control room. You'd just have to hope and pray that the transporter systems are not knocked out- or put the bridge units on a seperate set-up.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    bluto said:
    mdbruffy said:
    OKay, this beast is ready for testing. It's objs and a Poser pro 2014 scene file. So, who wants to be the first victim? :smirk:


    I would be happy to test it in poser 9 and 7

    Okay. I'll send it out in a few minutes. Thanks. :-)

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy, I've got Poser Pro 2014 and DAZ, be happy to take a look

    Great. PM me with your e-mail.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I have Poser Pro 2014 I can give it a quick spin around the galaxy for you.

    Great. PM me with your e-mail.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    Personally, I like the look of the WOK uniforms, but I thought they made the cast look fat where they were so bulky. That's one reason, when I moved Nova Trek into the movie-era, I put Jan in the turttle neck and vest most of the time.

    You made an interesting choice putting a black skirt with the WOK turtle neck and vest instead of the maroon pants or maroon skirt for the female uniform. It is a good look and uniquely yours it kind of reminds me of a cross between a females Class A dress uniform Skirt and Calss B blouse/turtleneck uniforms.

    I liked the formality of the WOK costumes, but I agree about the bulk. Though I do wish the color palette had more variety, like a blue jacket for the Sciences and maybe a rust or brown for Engineering.

    I like the color change options for coat you came up with, it would make identifing a crew members section and job catagory a lot easier as well as being to determine where casualties are coming from.

    I have to hand it you you both you have taken an otherwise drab (at least to me) uniform and really turned it into something that could be easily dropped into the TNG or DS9 areas.

    Well, Uhura wore the skirt in the movies, and Jim wore the turttle neck and vest, so I combined the two for Jan and it does look pretty good on her. She actually ends up wearing it more than the jacket.

  • shadowhawk1shadowhawk1 Posts: 2,203
    edited December 1969

    mdbruffy said:
    Ptrope said:
    mdbruffy said:
    Ptrope said:
    Another angle. Because the screen is now also a window, I figured there was no longer enough depth around the forward bridge to have that forward door on the port side (what could be behind it but space? ;)), so instead I've put in an emergency escape hatch that would open over a ladder to the deck below, and tried to consider how it could be lit to always be obvious.

    If the shields go down and the enemy puts a phaser blast or a torpedo through that window, the crew won't have time to reach it.

    True ;). But then, if a phaser blast or torpedo could come through that window, it probably wouldn't matter much where the escape hatch was ;).

    I've been thinking about this and I only see one way to save the bridge crew. Put single person transporter units under each chair and tie them into the controls for the shield section that covers that window. Set them up like a "Deadman's switch" as long as that shield functions. they stay off-line. But the moment it goes down, the transporter units would send the bridge crew to the Auxillary control room. You'd just have to hope and pray that the transporter systems are not knocked out- or put the bridge units on a seperate set-up.

    That actually isn't a bad idea, but I don't think they would work fast enough if a pahser blast cut through a weakend sheild or if a torpedo blast overpowered the shields and allowed part of the blast to rip through the window ... but at that same time it would be exactly the same if it was a solid bulkhead and the same thing happened.

    Personally I like the window, but I can see both sides of this argument.

  • mdbruffymdbruffy Posts: 2,345
    edited February 2014

    mdbruffy said:
    Ptrope said:
    mdbruffy said:
    Ptrope said:
    Another angle. Because the screen is now also a window, I figured there was no longer enough depth around the forward bridge to have that forward door on the port side (what could be behind it but space? ;)), so instead I've put in an emergency escape hatch that would open over a ladder to the deck below, and tried to consider how it could be lit to always be obvious.

    If the shields go down and the enemy puts a phaser blast or a torpedo through that window, the crew won't have time to reach it.

    True ;). But then, if a phaser blast or torpedo could come through that window, it probably wouldn't matter much where the escape hatch was ;).

    I've been thinking about this and I only see one way to save the bridge crew. Put single person transporter units under each chair and tie them into the controls for the shield section that covers that window. Set them up like a "Deadman's switch" as long as that shield functions. they stay off-line. But the moment it goes down, the transporter units would send the bridge crew to the Auxillary control room. You'd just have to hope and pray that the transporter systems are not knocked out- or put the bridge units on a seperate set-up.

    That actually isn't a bad idea, but I don't think they would work fast enough if a pahser blast cut through a weakend sheild or if a torpedo blast overpowered the shields and allowed part of the blast to rip through the window ... but at that same time it would be exactly the same if it was a solid bulkhead and the same thing happened.

    Personally I like the window, but I can see both sides of this argument.

    With each version of 'Trek, it seems the transporters work faster. So if they're activated the moment the shield starts to fail, They'd probably make it out just in time.

    Post edited by mdbruffy on
  • rschulterschulte Posts: 489
    edited December 1969

    Probably a variation of "Plas-steel" they used in ST3, which they needed to contain the humpback whales for transport back to the future. So the "window" is likely as strong as battleship steel.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    mdbruffy said:
    Personally, I like the look of the WOK uniforms, but I thought they made the cast look fat where they were so bulky. That's one reason, when I moved Nova Trek into the movie-era, I put Jan in the turttle neck and vest most of the time.

    You made an interesting choice putting a black skirt with the WOK turtle neck and vest instead of the maroon pants or maroon skirt for the female uniform. It is a good look and uniquely yours it kind of reminds me of a cross between a females Class A dress uniform Skirt and Calss B blouse/turtleneck uniforms.

    I liked the formality of the WOK costumes, but I agree about the bulk. Though I do wish the color palette had more variety, like a blue jacket for the Sciences and maybe a rust or brown for Engineering.

    I like the color change options for coat you came up with, it would make identifing a crew members section and job catagory a lot easier as well as being to determine where casualties are coming from.

    I have to hand it you you both you have taken an otherwise drab (at least to me) uniform and really turned it into something that could be easily dropped into the TNG or DS9 areas.

    Speaking of uniforms- From Star Trek.com:

    http://www.startrek.com/article/poll-says-your-favorite-starfleet-uniform-is

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969
  • PtropePtrope Posts: 696
    edited December 1969

    mdbruffy said:
    I've been thinking about this and I only see one way to save the bridge crew. Put single person transporter units under each chair and tie them into the controls for the shield section that covers that window. Set them up like a "Deadman's switch" as long as that shield functions. they stay off-line. But the moment it goes down, the transporter units would send the bridge crew to the Auxiliary control room. You'd just have to hope and pray that the transporter systems are not knocked out- or put the bridge units on a separate set-up.

    Not a bad idea (and visually interesting, in terms of on-screen drama ;)); it might even be fun to have a Bridge Project to create something to show off our ideas of how the bridge could be improved, technically, to make up for various shortcomings we've all come to accept over the decades ;).

    I'm with the 'school' that says it probably doesn't matter one way or the other, given the expected level of technology in the 23rd C., whether it's a solid bulkhead with a screen, or a massive window of transparent aluminum or some other unobtainium - if enemy weapons can get through one, they can most likely get through the other just as easily, so my thought is why not go with the option that offers the most practicality in the event of a system failure - you can always look out the window, but if the main viewer goes down, you're totally running on instruments, and let's face it, in TOS, those are pretty useless for the helm/nav, who seem to have no visual feedback at all (other than maybe Sulu's targeting monitor).

    The biggest flaw, of course, is not what the forward part of the bridge is constructed of, but the fact that the bridge is perched on top of a rather massive structure, rather than inside it, and might as well have a target painted on it ;).

  • rschulterschulte Posts: 489
    edited December 1969

    mdbruffy said:

    As long as we get pizza, I'm ok with it.

  • rschulterschulte Posts: 489
    edited December 1969

    Ptrope said:
    mdbruffy said:
    I've been thinking about this and I only see one way to save the bridge crew. Put single person transporter units under each chair and tie them into the controls for the shield section that covers that window. Set them up like a "Deadman's switch" as long as that shield functions. they stay off-line. But the moment it goes down, the transporter units would send the bridge crew to the Auxiliary control room. You'd just have to hope and pray that the transporter systems are not knocked out- or put the bridge units on a separate set-up.

    Not a bad idea (and visually interesting, in terms of on-screen drama ;)); it might even be fun to have a Bridge Project to create something to show off our ideas of how the bridge could be improved, technically, to make up for various shortcomings we've all come to accept over the decades ;).

    I'm with the 'school' that says it probably doesn't matter one way or the other, given the expected level of technology in the 23rd C., whether it's a solid bulkhead with a screen, or a massive window of transparent aluminum or some other unobtainium - if enemy weapons can get through one, they can most likely get through the other just as easily, so my thought is why not go with the option that offers the most practicality in the event of a system failure - you can always look out the window, but if the main viewer goes down, you're totally running on instruments, and let's face it, in TOS, those are pretty useless for the helm/nav, who seem to have no visual feedback at all (other than maybe Sulu's targeting monitor).

    The biggest flaw, of course, is not what the forward part of the bridge is constructed of, but the fact that the bridge is perched on top of a rather massive structure, rather than inside it, and might as well have a target painted on it ;).

    With the introduction of inter-ship transporters and the communication badges providing better transporter "locks," the captain's chair controls may have an "automated bridge evac" command to save the crew in cases of hull breach.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Ptrope said:
    mdbruffy said:
    I've been thinking about this and I only see one way to save the bridge crew. Put single person transporter units under each chair and tie them into the controls for the shield section that covers that window. Set them up like a "Deadman's switch" as long as that shield functions. they stay off-line. But the moment it goes down, the transporter units would send the bridge crew to the Auxiliary control room. You'd just have to hope and pray that the transporter systems are not knocked out- or put the bridge units on a separate set-up.

    Not a bad idea (and visually interesting, in terms of on-screen drama ;)); it might even be fun to have a Bridge Project to create something to show off our ideas of how the bridge could be improved, technically, to make up for various shortcomings we've all come to accept over the decades ;).

    I'm with the 'school' that says it probably doesn't matter one way or the other, given the expected level of technology in the 23rd C., whether it's a solid bulkhead with a screen, or a massive window of transparent aluminum or some other unobtainium - if enemy weapons can get through one, they can most likely get through the other just as easily, so my thought is why not go with the option that offers the most practicality in the event of a system failure - you can always look out the window, but if the main viewer goes down, you're totally running on instruments, and let's face it, in TOS, those are pretty useless for the helm/nav, who seem to have no visual feedback at all (other than maybe Sulu's targeting monitor).

    The biggest flaw, of course, is not what the forward part of the bridge is constructed of, but the fact that the bridge is perched on top of a rather massive structure, rather than inside it, and might as well have a target painted on it ;).

    Of course, the whole "bridge on top" is carried over from the present day- read 1968- warships. In fact,we're used to the ship's bridge being on top since the days of the wooden sailing vessels when the control center was just the ship's wheel and compass.
    I don't know if the Auxillary control room was created to address that or to just give the ship some back-up command-and-control.

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    rschulte said:

    As long as we get pizza, I'm ok with it.

    :-)

  • rdudarduda Posts: 585
    edited December 1969

    Any 3DMax user help convert this for me?
    Type-7 MkII Conversion by Craig 'Buckaroohawk' Frey, a beauty with a full interior. For Max only
    http://www.kennyscrap.com/models_trek2.htm

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    Okay, the Officers' Lounge is ready for download. It's been tested in Daz Studio- Thank you Patience55 for that and some needed modeling help. Between me and Bluto, it's also been tested in Poser 7,9 and Pro 2014.
    I hope we've covered all the bases:

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

    Officers_Lounge_promo_B.jpg
    1800 x 940 - 193K
  • rschulterschulte Posts: 489
    edited December 1969

    mdbruffy said:
    Okay, the Officers' Lounge is ready for download. It's been tested in Daz Studio- Thank you Patience55 for that and some needed modeling help. Between me and Bluto, it's also been tested in Poser 7,9 and Pro 2014.
    I hope we've covered all the bases:

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

    Thank you!

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    rschulte said:
    mdbruffy said:
    Okay, the Officers' Lounge is ready for download. It's been tested in Daz Studio- Thank you Patience55 for that and some needed modeling help. Between me and Bluto, it's also been tested in Poser 7,9 and Pro 2014.
    I hope we've covered all the bases:

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

    Thank you!

    You're welcome.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    I think I need some assembly tips for putting this Lounge set together in DAZ|Studio. Translating the Poser instructions into D|S just isn't working easily for me; none of the % size values match up, in fact none of the relative size values seem to match up. And yet I can see from the pics here that everything does fit together, somehow. Except for the viewport glass, the individual parts seem to be twisted just enough so they don't fit into the window openings no matter how I fiddle with the dials.

    One of the things I've noticed is the .obj files seem to be just bare mesh data: none of them start with .mtl file references, so all the .mtl files and all the textures are ignored when I import the plain shiny white pieces. Does Poser do this stuff so differently?

  • mdbruffymdbruffy Posts: 2,345
    edited December 1969

    I think I need some assembly tips for putting this Lounge set together in DAZ|Studio. Translating the Poser instructions into D|S just isn't working easily for me; none of the % size values match up, in fact none of the relative size values seem to match up. And yet I can see from the pics here that everything does fit together, somehow. Except for the viewport glass, the individual parts seem to be twisted just enough so they don't fit into the window openings no matter how I fiddle with the dials.

    One of the things I've noticed is the .obj files seem to be just bare mesh data: none of them start with .mtl file references, so all the .mtl files and all the textures are ignored when I import the plain shiny white pieces. Does Poser do this stuff so differently?

    You're the first one to have problems. Let me get with Patience55- she worked with this in her D/S program- and see what she says.

This discussion has been closed.