• Star Wars Model Links Thread .V3
    3,077 replies, posted
2.1M triangles, and I haven't even added the zillions of quad-lasers yet. Probably another day or two on the mesh, and then I'll take a look at the textures. https://i.imgur.com/s5F5SJE.jpg
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omfg you madman
Truth be told, we could probably go without 80% of the greebles on the engine block, inner surface of the ring, and the engine core could be made as a separate piece.
And you can remove everything unnecessary to you from the released model.
True enough, what I would deem unneeded others might need. However, I was only saying what we could potentially do without to get a decent 'low detail' model just about everyone would be happy with as a generalization.
Please, don't speak for everyone. Here you have individuals who sacrifice their time to gave you, a hobbyist, access to useful resources. But how to use those resources is up to you.
This isn't purely a Star Wars modeling question as some models from Star Trek, Babylon 5, and Battlestar Galactica, are also in question. But this is a question for anyone here who uses Blender. I have a huge library of models I downloaded from a site called Foundation3D. Foundation 3D But the thing is this site is geared towards users who use Lightwave 3D. Yeah I'm sure none of you have heard of that software. Because it's such a piece of ancient technology. Even I ask myself, "why, why are people still using it?" The issue Lightwave's object format .lwo having such an incompatibilty with other software, the only two software that I know can import them is Blender and Poser. I issue I have with most of those models after converting them to OBJ with Poser is that when I import them to my software of preference, MAYA, I immediately get an error saying these models have illegal nodes and aren't supported. As a result loading the textures correctly becomes almost impossible. As for Blender, it barely imports the Lightwave Objects on my version, Blender 2.79. All I get are a few polygons. Anybody who uses blender have an idea on how I can resolve this? At the moment it renders ships like this: https://files.facepunch.com/forum/upload/108625/6c39c7b5-f79b-4f5e-847f-a9b9f1e3d064/image.png ... almost useless to me, which sucks because I'd love to have this ship in my version of the Rebel Alliance fleet.
I used blender a while back, Im not any good with it but used it to connvert some files to *fbx as it was pretty good, and it.. I can accross something simulat on severl meshes myself from foundation3d, lightwave stuff. There is a node, or sometype of dummy that is in the file, if its converted with the node, or the dummy it seems to mess the export up. so I deleted the dummy from the blender object, and the export worked fine and got the model in *fbx in to 3d max. Hope this helps. Chris Fx, who has done a outstanding job, out exporting the faces, and many human models may be able to shed some light on this too, he seems a great contributer.
Well if there are two pieces of software that work well together is LightWave and Blender, in fact blender is an ideal plugin for LightWave, i have used it many times. There are of course the usual issues like procedural and gradient textures not working together, but importing and exporting is a doddle. Why do you want a well known Babylon 5 Omega destroyer in the Rebel Alliance Fleet.
2.1 Million triangles!! WOW!! You are awesome!! I think my computer just had a cpu attack haha.
Update: With all 48 quad-laser banks in place, she now weighs in at just over 3M triangles. https://i.imgur.com/VahtxiP.jpg
I just think its design would fit it in. But that's just my opinion. I've tried the .lwo plugin for Blender but as I previously stated only like 2 polygons will load. I'm not sure why.
Try this from Oliver Hotz, it copies the model to clipboard and then pastes into another 3d package. Works with several 3d software packages, easy to use and Oliver is always good to get support from. https://github.com/heimlich1024/OD_CopyPasteExternal
Babylon 5 have one of the best ship designs is Sci-Fi thanks to Ron Thornton. And LW3D is better than 3DMAX or Blender and people still using it.
I can't argue with the genius design work of Ron Thornton, especially considering I had the pleasure of meeting him before he died. I was just a college freshmen who had never touched a 3D software "properly" before at that point, but it was cool to have words of wisdom from him confided in me. Anyway I digress. The big reason why I wanted these ships is because they have a pivotal role to play in the Star Wars fanverse I'm conjuring up.
Agreed and the Omega is iconic, so unless its way in the background it would jar for some in a Star Wars scene, it would be for some like putting the Millennium Falcon front and center in a Star Trek scene, but to each their own. I not sure LW is better than Max, i certainly like LW far more than Max, my problem with Max and indeed Maya is Autodesk, their prices are unjustified now, i have seen a few people now jump from AD after their last price hike and fees. Blender, well whats not to love about Blender, its free, so it will always have that edge. However its still a bit flaky and crash prone and the UI is a mess if you come from another package.
I used to have his CD with tutorials and original meshes and scenes. The beauty of his designs for B5 is that it all rendered, modeled and textured with basic LW tools and shaders. So every LW user could recreate ships and battles. B5 is the reason I switch to LW from 3D Studio when it becomes 3DS Max. Remember: Star Wars was "a long time ago in a galaxy far, far away". How will you connect them? Something from Star Wars will came through hyperjump like the "First Ones"?
Hi. I have a question. I know how a Bunkerbuster model was released few time ago but is there a lower poly model in the Battlefront 2? the model shared is beautiful but it is the highest poly 3D model which I tried to add in my Star Wars Empire at War mod, even if I reduce it and I remove a lot of detail, I can not reduce it from 80000 poly, it is a bit high at comparation to the Raddus which I could reduce it easily...... [img]https://vignette.wikia.nocookie.net/starwars/images/f/fc/Ninka.png/revision/latest?cb=20171217163356[/img] Anyway, just a question. Thanks by your work. It is amazing.
I've still got them somewhere.
Hey Could you Send me these models? I am working on an animated short. I will credit you of course
I must know what this CD, I must find it. Because while I have managed to get most of those ships converted to fbx, my format of preference, there are still a few that are proving to be a thorn in my side. Like the Hyperspace jump gates. The jump gates, this is one thing where I'll say B5 over Star Wars because B5's version in my opinion more accurately visualizes what hyperspace actually is, corridors in space where ships can travel faster than light, unlike warp drive which is a true form of propulsion. When it came to creating the Star Wars fanverse I'm using all the models from this site and others for, I took heavy inspiration from a site called Space Battles.com. Still working out the story details but to at least give you an idea of what I'm plotting a course for: https://files.facepunch.com/forum/upload/108625/d396d16a-30f7-47ba-b6eb-8efae446e20c/image.png https://files.facepunch.com/forum/upload/108625/61e664df-3749-4de0-9326-489ff2ea8c8c/image.png Those are just test renders, here's a more refined one: https://files.facepunch.com/forum/upload/108625/66796f3e-6074-4479-84bc-7b11b02926dc/image.png Is it me or does it seems like I'm the only one who planning on using the SWBF EA (it's the BF 2015 Nebulon B) assets for a large scale project outside of GMOD?
That looks outside of star wars. Trek is a neat universe, but... You really goto do this mash potatoe?
Just merely sharing what I've been and plan on using the models from this thread and its predecessors for. Crossover fanart has always been my niche.
Nope, you're not the only one Fleet. Got a few projects in the works in Blender myself. And I applaud your project of meshing all these epic stories together. I remember all the original spacebattles.com animations. I think I watched those animations a thousand times.
Did anyone ever post a better Death Star DLC Star Destroyer? I was going through my files and spent some more time on it. It's looking better or easier to work with. Needs more work though. I may need to bake the normal maps to the other UVs. I know how but what is the best way? <blockquote class="imgur-embed-pub" lang="en" data-id="a/a4HzS"><a href="//imgur.com/a4HzS"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
SpaceBattles is the very reason I am where I am now, both as a Star Wars fanartist and as a professional. With that in mind, I've been in a dialogue over the past year with Matt "IceFire" Schuette from SpaceBattles.com (he created the "Death of Angels" series). He's been advising me on how to get my series going, in exchange I referred him to the models available here. He really liked SWBF2's First Order Star Destroyer.
Badhorse literally just posted the BF2 version a couple days ago (about a page or 2 back). It's the same model as the Death Star DLC, but with slightly updated textures.
Thanks, I missed that. Hard to keep track of all this. I think I forgot since it was a 900 MB download. I'll check it out.
I want to get my hands on these bad boys https://files.facepunch.com/forum/upload/176151/fe4ad95b-7b1d-4fdc-abaa-86e9403855da/eee5ec0d19922e7943f29e0ac790e613.png https://files.facepunch.com/forum/upload/176151/da42ccd8-f7aa-4232-9e1c-5fa8f2d60239/4fd9e22624cb3e01536175734d9184d2.png https://files.facepunch.com/forum/upload/176151/10d06ef7-a39f-4c24-b846-4f24ebd9f0d7/11bef61751b905acc1e26bcce658ad09.png https://www.cgtrader.com/3d-print-models/ext/obj?author=fletchasketch3
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