HOME | DD

HaloDarkAge avatar HaloDarkAge — STO: Remodeled Sovereign Bridge
STO: Remodeled Sovereign Bridge
#online #startrek #sto #test
Published: 2018-04-20 22:11:29 +0000 UTC; Views: 1487; Favourites: 9; Downloads: 20
Redirect to original
Description Test image of the the Soverign Bridge from Star Trek Online. Moved around a lot of the textures and UVs to make it look nicer, plus the obvious resizing to take it from MMO scales to a more realistic FPS scale. Which I used the following conversion:

Walls, Floors, Ceiling (General BPS): 50%
Consoles: 90%
Chairs: 80% and then raise the seat 3 units (MAX).

For hallways, I sometimes increase door frames by 160%, before shrinking it down to 50% to change the proportions.
Related content
Comments: 18

FleetAdmiral01 [2018-04-20 22:24:24 +0000 UTC]

Is this the same bridge that is on the Facepunch Star Trek Online models thread?

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-20 22:39:58 +0000 UTC]

Yes, HaloDarkAge is compose of about 4 individuals that handle the creative process. I, Baconator650, handle the modeling and writing. The other 3 help with creative charactor creation (not the 3d models) and the story.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-20 22:44:09 +0000 UTC]

I was going to guess that was the case. 

My STO character is based on a character from a fanseries I'm going to start producing after I graduated from college next week, titled "Space Battles: A Star Trek vs. Star Wars Story" -named after spacebattles.com

While I do have the base model, I'm driven to use it a reference to recreate her in a higher resolution in DAZ Studio with her face morphs intact since ripping the model just gave me the base mesh and not all the morphs. As I said on FP, she has enlarged eyes.

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-20 23:32:18 +0000 UTC]

For my "hero" characters I am going to ditch the base head model and use a 3rd party program to create the head with morphs, and rig it up to the max skeleton. Just some food for thought.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-20 23:33:31 +0000 UTC]

Fairly similar to what I would up doing. I used FaceGen and a really close up front view of my character's head from a demorecord screenshot.

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-20 23:45:34 +0000 UTC]

That's what we did for Dark Age. We actually started off as a machinima, but because of time and we kept using copyrighted soundtracks (darn you bandai). We then rebooted the series as a comic, then a because of time reduced it to a short story/book/chapter format with pictures. We have been looking at Reallusion software lately, not badly priced either, and it looks to be promising for our head generating. Would have been a dream to have when we were doing machinima, has mocap and lipsyncing and the ability to export it or render it in a way to cleanly chromo it in a video editor.

Honestly we have been really struggling to keep the Halo series going b/c the story elements require us to constantly be filling in backstory with all the semi-crossovers. The time needed to use and create sets is hugely time consuming, but it looks good. Additionally with the lack of interation when we publish it doesn't help. We are really considering giving the series a break to focus on the Star Trek FanFic

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-21 00:02:54 +0000 UTC]

I've heard a lot of promising stories about Iclone, though I was trained on Autodesk MAYA. So my entire library of models was slowly but surely converted all to FBX format, since that's really the only format MAYA really likes in its default setup, added a plugin for 3DS files though. And meerely using DAZ and Poser as character creators for characters I don't already have models of that were ported from games. It was relatively easy until I came to some of the user created Star Trek models, specifically the ones made in Lightwave 3D, those models in their native format were a real bitch to work with until I knuckled down and got the demo of lightwave and exported them as FBXs. The resources and skillset I now posess are ones that I wish I'd had when I first conjured my idea up back in 2006. 

Crossover stories had always been my niche. 

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-21 00:15:23 +0000 UTC]

iClone uses FBX for its import and export with other models, so it sounds like it will work well with your project.

A Halo based crossover has definitely been tricky, but part of the story plays into to it. One of the things that I've been struggling with is the time of travel and that most of the galaxy isn't explored.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-21 00:19:23 +0000 UTC]

I'll have to take a look. 

When it comes to the STO models, I'm thinking at this point it's likely I'll just be using the hair meshes and the uniform/skin textures but sticking to my method for the heads and bodies themselves. When put next to their Star Wars Battlefront EA counterparts, the STO models are honestly pretty disappointing in terms of poly-count. 

I'd have to have my notes in front of me to explain what I'm going for in terms of story.

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-21 00:31:55 +0000 UTC]

The low poly-count (Halo 3 quality) is really problematic when putting it against newer models. The Halo Reach models and H4-5 hold their own well when placed next to them, but the STO ones are just too low for it to look good, which is why we have decided to make our small STO art series a standalone.

I am planning on using the scenery sets and ship models from STO to work in tandem with our Halo series as belonging to other races. Our latest story series is going to address how the crossover in our verse happened.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-21 01:04:01 +0000 UTC]

The base idea for my series was coincidentally set right about the same time period as STO which is why I was so interested in it and its models in the first place. Hell my idea did also have a New Romulus, and the Iconians.

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-21 01:45:57 +0000 UTC]

The STO time period is really good for story telling. You get a lot of the feel and nostalgia from the TNG/DS9/VOY era, but still progressing forward enough to make it feel newish.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-21 02:06:07 +0000 UTC]

Indeed, though I will say Agents of Yesterday did do a service for us TOS era fans too. 

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-21 02:14:58 +0000 UTC]

True, also there ability to logically put the Kelvin timeline ships into all of it was pretty clever.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-21 02:16:47 +0000 UTC]

Indeed. 

Having all that content there naturally made me interested in it's models. Shame it was such a tough nut to crack. And that's coming from someone who had been trying to do that since I first started playing the game around spring 2014. 

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-21 03:12:58 +0000 UTC]

It is definitely a hard nut, texturing has been a real pain, but thankfully there have been some major break throughs in it latetly. Its to a point that I'd say we have full access to what we need to pull off any stories that we would want to do. I've done Mass Effect 3 map extrations, which were really hard in terms of texturing, so it fully prepared me to deal with the STO ones.

👍: 0 ⏩: 1

FleetAdmiral01 In reply to HaloDarkAge [2018-04-21 03:59:16 +0000 UTC]

I noticed that one thing with the uniform textures is that they're just flat grey at first not full color.

👍: 0 ⏩: 1

HaloDarkAge In reply to FleetAdmiral01 [2018-04-21 04:14:54 +0000 UTC]

It took me awhile to figure it out which grey was which. The light being the diffuse and the darker being the spec. I pretty much used the color set up from my Halo models to set up the diffuse with the color maps.

👍: 0 ⏩: 0


1