Good source for low-poly 3D models?

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ice9
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Good source for low-poly 3D models?

Post by ice9 »

I have been looking online for free 3D models to use for prototyping a space combat game. What I'm looking for are spacecraft-type models (ranging from fighters up to captial-ship sizes).

The only thing I'm finding are high poly models which aren't practical to use in the engine.

I'm looking for content that will drop right into an Irrlicht-based project (meaning I won't need to convert them).
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Post by JP »

I don't really know any websites that can provide low poly stuff but couldn't you just use really basic shapes if you're just prototyping? you could use a cube scene node or the pyramid shape from the custom scene node example.
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rogerborg
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Re: Good source for low-poly 3D models?

Post by rogerborg »

ice9 wrote:I have been looking online for free 3D models to use for prototyping a space combat game.
You and everyone else. Turbosquid is the usual first port of call.

Billboards can be used effectively during your prototyping, unless your goal is actually to showcase the visuals.
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fretmunky
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Post by fretmunky »

In my opinion, it's probably less time and effort to learn how to make your own. Free models you find on the internet tend to be riddled with problems and other inconveniences.
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Post by Mel »

Turbo Squid has a fair amount of lowpoly models, though not much of them about space ships, and such, and of course, even less which are free and are good :)

http://www.turbosquid.com/
http://www.the3dstudio.com/
http://www.top3d.net/

And then, about modelling and texturing:
http://www.3dtotal.com/
http://www.evermotion.org/

But, as people have suggested, billboarding stuff is also another way, then, when you have your prototype done, you can throw in all you want :)
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Post by rogerborg »

fretmunky wrote:In my opinion, it's probably less time and effort to learn how to make your own. Free models you find on the internet tend to be riddled with problems and other inconveniences.
And cooties.
Last edited by rogerborg on Mon Oct 27, 2008 5:45 pm, edited 1 time in total.
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ice9
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Post by ice9 »

Thanks for the replies.

I can fall back to using simple shapes (cubes, etc). I would prefer to use something more representative or the actual planned models, but it sounds like that won't easy to do (for free).
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Post by rogerborg »

Do you really need solid meshes?

For my last prototype, I just swiped^W borrowed some images of spaceships and used them as billboard textures. Google and a dab of paintshop: job's a good 'un.
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ice9
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Post by ice9 »

I want to get collisions working, and I rather do that with solid meshes rather than a throw-away system using billboards.

I am planning to use Havok for phyiscs/collision detection, which is freely available.
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Post by rogerborg »

Fair enough. If you do find a good source for low poly models, please do let us know. ;)
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JP
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Post by JP »

I should mention this section of my website (the 'free models' page is a collection of (crummy) models that i've made and the 'links' page is a selection of useful websites) which i've been trying to build up with useful sources of free game resources, might be something in there but don't hold your breath!
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Post by lostclimategames »

if you can just find some crappy scifi textures and apply them crappily to the primitives, a couple of modified rectangles stuck together :D
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Post by christianclavet »

Perhaps you can ask BMF to take the ships I've created for his game DIVUS ARMADA?

Here are some shots:

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Download link here: http://bmf.veloren.com/files/DivusArmada.rar
jontan6
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Post by jontan6 »

ice9 wrote:Thanks for the replies.

I can fall back to using simple shapes (cubes, etc). I would prefer to use something more representative or the actual planned models, but it sounds like that won't easy to do (for free).
maybe just create combination of basic shapes to approximate the shape/size of your ship, for logic/collision purposes, as placeholder
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