• Star Wars Model Links Thread .V3
    3,077 replies, posted
Alrighty, just a quick question. Could anyone let me know how to use Maya or any other program to fix the UVs/textures of exported weaponry?
hi had to resign up again crazy loose all the stuff i have uploaded..and cant log in ..but ok..so i need a little help need a greedo model with bones for xanlara xps so i can animate postions..if any body would have one to share or can make one with bones would be greatfull..working on a diorama cantina and need a greedo to go with han solo..also anybody need someswtor stuff can help with that as well..thanks glad see everybody again
Any chance we can get some model sets for some of the interiors (namely the Death Star and Starkiller Base) for some of us map builders.
hello everyone i was wondering if someone had managed or would be kind enough to rip the Rebel Depot map from battlefront 2015, thanks in advance
Thanks for the suggestions. Went back over my transparency setup and realized I had been leaving my mix shader at the default 50%. Appreciate the suggestions for the wookie warrior!
That's gonna take an awful lot of time. There are maybe a 100 if not more different pieces that have to be put together. And it's not always really clear where they belong. Another thing is the fact that - at least for me - it's impossible to find the ground texture outside the base. The surrounding mountains are easy to find and assemble, but then there is a big square hole that can't be filled because there seems to be no mesh. At least I didn't find it. I once assembled the part where the Falcon is located and one of the Cargo spawns. - I think it was the rebel side. It's the one that looks like Lars Homestead from Episode IV where Aunt Beru tells Luke to tell Uncle Owen that they need a droid speaking bodji(? - I have no idea how that is written) So, if you are patient, you maybe some time in the future will get the map. But I'm not sure if I or someone else will do that immense task. That's the same for every other map obviously. Sry to say that...
ah ok, do you have the mountains? i dont want the actual play area map, i wanted the flat bit of desert with the cliffs - dont need textures or anything like that just the basic map https://i.ytimg.com/vi/uB2CZglr64Q/maxresdefault.jpg this is the area i needed, if you dont have it thats ok
I'm having some kind of issue with the textures of Luke's Hoth Lightsaber: https://files.facepunch.com/forum/upload/137132/beb9300d-dcdd-45a3-909e-11ebd4410205/New Bitmap Image (3).bmp Any advice?
Can anyone give me a run-down of how to apply the textures to the Star Destroyer's hull? There appears to be a mask, a color texture for the hull, and a normal map for panels
c0mc0, can you do a test ?? i test a program to upscaling textures without so much pixelisation , i have up the original texture from 2048x2048 to 4096x4096 see with your render, if it's better PNGs.zip
Greetings, I was wondering if it would be possible at all to get the Battlefront Male Rebel Sand and Forest Trooper Helmets on their own? I don't have the capability to open or edit the FBX files, and I only need the helmets for what I do(illustrator).
where do I find this ship (separatist landing craft) in frosty?: Redirect Notice And Padme's Royal transport from Naboo?
frosty has a search funtion at the to left
Hello search swbf II weapon DLT-19X
has someone figured out how to use that "Blueprints" ... with then it should be possibe to rebuild the sets and Ships ... ? any thoughts?
I already searched and with none of iy's name is it there
That's just the "Razzle Dazzle" skin.
https://files.facepunch.com/forum/upload/132595/bcd6001e-0e18-43d1-8876-c6fb468ea589/working.jpg
the search button is your friend .. page 59 https://drive.google.com/file/d/1LC6Yxvxs9TtPvGgDeRUcce8v2aEts3Wt/view?usp=sharing
does anybody have a tantive 4 indoors 3d model or a star destroyer model please,i need it for a project....
Hi guys, loving the work being posted here. Was wondering if anyone has managed to get the Rebel Fleet trooper models from the Princess Leia mission. There appear to be a couple of new variations that I haven't seen before.
Hey Guys, I'm working to create a hangar. For this I need the LAAT Gunship and I found your shared model via the search model. Although a problem avoids me to continue. On the one half the Fuselage is completely fine but the other side just doesn't have any textures. Hopefully someone can help me Programm: Keyshot (Top one) Looks fine except that laser sphere (Bottom one) That yellow area just has no textures https://files.facepunch.com/forum/upload/133344/1fb01a80-737e-4f2b-abe3-6310a0647045/untitled.105.jpg https://files.facepunch.com/forum/upload/133344/28408019-82ed-4731-a8c2-24b16edff5ec/untitled.106.jpg
Looks like a UV problem, polygons outside the UV map perhaps?
Under the "Textures" tab for your material, with the Mapping Type set as "UV Coordinates", scroll down and make sure the "Repeat" and "Sync" boxes are checked. That'd be my best guess.
I may be blind, but I'm pretty much new to Keyshot and I can't see any boxes to check. Under Textures for my Material I already set it to UV Coordinates, but I can't find the boxes for Repeat and Sync...
KeyShot does not support multiple UV channels. I guess that's the issue. Just use another render engine.
But where is the Landing Craft????
It's not a UV channel issue, otherwise the textures would be much more scrambled, and if it's the LAAT model I shared, then the textures have all be baked to a single UV channel, and KeyShot will work just fine (see example below). https://i.imgur.com/QdALSiR.png The UV tiling checkboxes in KeyShot are found here. https://i.imgur.com/u9KyoWq.png
In that case it could be just some part missing material.
I don't know about sets/levels, but there's a lot of info in the SpatialPrefabBlueprint files that can be used to assemble ships with multiple component meshes. https://i.imgur.com/dO4ABhJ.png Use Frosty to open the SpatialPrefabBlueprint file for any particular ship assembly (the Bunkerbuster in this case), then look for and expand the "Objects" branch. You'll see a bunch of sequentially numbered objects, but you'll mostly want to focus on the "ObjectReferenceObjectData" types. These are the individual components that make up the larger vehicle. Expand any one of those, and you'll immediately see some useful data, like the component mesh name and folder location in the "Blueprint" field. If you expand "BlueprintTranform" branch, you'll see the info required to position (location + orientation) the component mesh. The bottom row is the XYZ translation -- pretty easy. The scale/rotation matrix is not as straightforward, but I included a guide in the image above to help translate values to angles. Mostly you'll only see the occasional -1 value, which means the object is mirrored in a particular direction. Values other than -1,0,1 indicate rotation. Again, there's almost never rotation about more than one axis, so you can use the guide (the matrices in the white rectangle) to recognize the axis of rotation, and then decode the angle.
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