Paklet P7 Destroyer OBJ format Copyright 2007 Keith Hazelet ============ Author: ============ Keith Hazelet ============ Product Description: ============ This is a highly detailed 3D (OBJ format) model of a huge science-fiction warship. The detail level premits close-up shots. The Paklet P7 is equipped with a deadly array of weapons, including a huge double-cannon, and has powerful engines to enable fast travel between battles. The ship is designed to look large, and was modeled to appear to be about one mile long. The communication systems, engines, and weapons are all highly detailed, along with a some other areas of the ship. This version differs from the previous version in three major ways: Compatibility - This is no longer only in MAX format, The model itself is in OBJ format to ensure compatibility with a large selection of software. Optimization - More detail with fewer polygons. Bitmaps - The model is accompanied with excellent detailed textures as well as a materials file to assist with texturing the model. The objects are grouped logically and all objects have UVW mapping coordinates. It is easy to change the color scheme of the ship by modifying the texture bitmaps. There are 527057 faces spread across 218 objects. ============ System Requirements ============ A software package that can import OBJ files. The file was generated on a Windows PC. ============ Ownership statements: ============ All of this product's content was created by Keith Hazelet ============ Needed Files: ============ The contents of the package are the only needed files. ============ Installation instructions: ============ Import the model and accompanying materials Set up the material bitmaps using the instructions below set up some lighting and render ============ Usage Tips/Limitations: ============ The file does not come with any lighting or engine glows. Those will need to be re-created once the file has been imported. I am willing to substitute a 3DS MAX version to anyone who wants the engine glows, object heirarchy, and object color coding. The material exporter (or maybe it's the importer) in MAX didn't get the materials quite right, so here are directions on how to recover them using the files provided: grey_hull_dark: diffuse: h_g_diff.png specular_color: h_spec.png (specular level of 15% works well) bump:h_bump.png grey_hull_dark_windows_greenish: diffuse: h_g_diff.png specular_color: h_spec.png (specular level of 15% works well) bump:h_bump.png max screwed this up, it should not be windows.png, and the tiling should not be 0.5 self-illumination: windows.png works best with 0.5 tiling on u and v red_hull: diffuse: h_r_diff.png specular_color: h_spec.png (specular level of 20% works well) bump:h_bump.png All renderings were produced from 3DS MAX by recovering the materials as described and adding lighting or other props not contained in this package. ============ Files list ============ readme.txt license.txt p7_v2.obj p7_v2.mtl images/front_slant.jpg images/planet.jpg images/views.jpg images/wireframe.jpg textures/h_bump.png textures/h_g_diff.png textures/h_r_diff.png textures/h_spec.png textures/windows.png