SolCommand SolCommand

Models Giveaway

Models Giveaway

Hey guys
I've been doing for a few months now some 3D models for various game mods and I released them all for public download on my blog. Figured I'd let you know of them in case you need some new ships or stuff like that, so feel free to use them as you wish.

http://solcommand.blogspot.com/

108,362 views 48 replies +1 Loading…
Reply #26 Top

Quoting SolCommand, reply 23
Hehe, cheers guys, I'll try to keep them coming. Let me know if you'd like to see a certain new model and I'll see if I can make it.
End of SolCommand's quote

Ohhh, yes please...

We desperately need these 2 Sona ships

Reply #27 Top

I have a list a mile high of models I need but I'll settle for some massive high-poly space caverns. These aren't for sins, they're for the UDK, so go hogwild.

Reply #29 Top

Quoting SolCommand, reply 28
As a side note, right now I'm working on a carrier, let's see if this one turns out ok.
End of SolCommand's quote

Awesome!

 

As for requests, I know one of the most popular ones has been for a new TEC heavy cruiser. One that doesn't look like a tank in space.  ;)

Reply #30 Top

Subscribing!

Reply #31 Top

For space caverns, I'm thinking a huge three-dimensional rock formation. Something that encompasses many star systems. However, since we're just using it for backdrop in movies, it wouldn't need to be a large network like that - just something that can be used in some of the scenes. I need several different versions, but I can probably cobble together the variants myself. Just need something to go off of...

http://ngm.nationalgeographic.com/2011/01/largest-cave/interactive/img/cave_4.jpg

 

Reply #32 Top

Like this...

Reply #33 Top

I ended up remastering your seed ship for the DyiithJhinn Providence.

Getting base meshes that look proper tends to be, by far, the hardest part of making ships for me. Unfortunately, most your designs don't fit my world even with heavy modification. I think there might be 2-3 more ships I can heavily rework. Also, they seem to have a lot of ngons and normals and stuff I need to fix, perhaps due to conversion. Luckily, this is really easy and far outweighed by having a decent base mesh to work with.

Which is why I want to ask if you could throw together a few low-poly base meshes minus weapons and details for me some point in the near future.

 

Best regards.

Reply #34 Top

Subscribing

Reply #35 Top

If you're interested I could use some large freighter and gunboat-like ships that fit in with the Freelancer Houses (Liberty, Rheinland, Kusari and Bretonia) just to expand the ship lineup a bit for Sins of the Sirius Sector

Reply #36 Top

Could you make a ship simi-inspired from the BC-304, but the size between average cap ship and titan? Also does anyone know where I can get a version of 3DS max that works with the Sins Plug-in?

Reply #37 Top

Quoting Drian117, reply 36

Also does anyone know where I can get a version of 3DS max that works with the Sins Plug-in?
End of Drian117's quote

Your question implies piracy, which I doubt is something Stardock and the forums support. I will say if you are a university student you may be able to access student versions on a trial basis from Autodesk through your university/college.

Reply #38 Top

Quoting WOEaintME, reply 37


Quoting Drian117, reply 36
Also does anyone know where I can get a version of 3DS max that works with the Sins Plug-in?

Your question implies piracy, which I doubt is something Stardock and the forums support. I will say if you are a university student you may be able to access student versions on a trial basis from Autodesk through your university/college.
End of WOEaintME's quote

 

I want a legit version but from what I have seen the newest version doesn't work with the Sins Plug-in.

Reply #39 Top

Quoting Drian117, reply 38
the newest version doesn't work with the Sins Plug-in.
End of Drian117's quote

This sadly is correct.

 

 

Reply #40 Top

Quoting Lavo_2, reply 39


Quoting Drian117, reply 38the newest version doesn't work with the Sins Plug-in.

This sadly is correct.

 

 
End of Lavo_2's quote

 

This means I am going to have to learn to hardpoint the hard way now huh...

Reply #41 Top

Personally speaking I couldn't figure out how to use 3DS Max for hardpointing, Softimage isn't tough to use at all.

Reply #42 Top

In 3ds max you just use helpers.

 

Reply #43 Top

Quoting Lavo_2, reply 41

Personally speaking I couldn't figure out how to use 3DS Max for hardpointing, Softimage isn't tough to use at all.
End of Lavo_2's quote

Pretty much this. I use 3DS Max for making the model, export as an obj file, import to Softimage and do my hardpoints, scaling, merging, etc.

Reply #44 Top

I use XSI strictly for the process of converting it to an .xsi file. The only operations I need to perform inside XSI are cleaning up the things it screws up when I import the fbx. Takes less than a minute, if it weren't for the fact clicking in a viewport incites an immediate crash, so I have to do things entirely through the menus.

Reply #45 Top

What version of Softimage do you guys recommend 2011, 2012, 2013, 2014? 

Reply #46 Top

I'm using 2010. I couldn't get conversions to work with 2012. Either some defaults changed in the material/format or it's just not supported by the converter.

Reply #47 Top

Quoting Drian117, reply 45

What version of Softimage do you guys recommend 2011, 2012, 2013, 2014? 
End of Drian117's quote

I don't make models from scratch but I just use the XSI mod tool 7.5 for rigging and touchup. It's free and reportedly works best with the Sins converter.

Reply #48 Top

Quoting Drian117, reply 45

What version of Softimage do you guys recommend 2011, 2012, 2013, 2014? 
End of Drian117's quote

I'm using XSI 6.01 primarily to convert my model into a .xsi so I can use the convertxsi tool to make a .mesh

I might have used XSI exclusively if I wasn't already accustomed to 3DS Max but I just find I work faster at the actual modelling in 3DS.