Allied Fleets Destroyer Copyright 2008 Keith Hazelet ============ Author: ============ Keith Hazelet ============ Product Description: ============ This is a very highly detailed 3D (OBJ format) model of a huge science-fiction warship. The high detail level serves two purposes: communicate a sense of scale, and allow for realistic closeups. The Allied Fleets Destroyer is designed to be a formidible warship, with plenty of large turrets and a thick HULL. The Allied Fleets Destroyer was modeled to look approximately one mile (1600m) long. Each unit in the model file is equal to 1.2 feet. The entire ship is well decorated with details, with highlights including the bridge and the main hangar, which goes all the way from one side of the ship to the other. The objects are grouped according to detail level and all objects have UVW mapping coordinates. Textures are included. It is easy to change the color scheme of the ship by modifying the texture bitmaps. There are 498,851 triangles spread across 159 objects. ============ System Requirements ============ A software package that can import OBJ files. The file was generated on a Windows PC. Note, this is a very detailed model, although it should work in all applications/systems. Rendering time can be reduced by hiding some of the detail layers (*_greebles, *_l4_details, *_l3_details) ============ 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. There is a transparent "AFD engine glow emitters" object meant to be used for video post effects, and putting a bright light inside of each engine cone also helps. 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: blue_glowing: no maps needed, just set self illumination so it glows. This is used for the lit windows and some of the highlights in the hangar. blue_hull: diffuse: h_b_diff.png specular_color: h_spec.png (specular level of 15% works well) grey_hull: diffuse: h_g_diff.png specular_color: h_spec.png (specular level of 15% works well) grey_hull_dark: diffuse: h_dg_diff.png specular_color: h_spec.png (specular level of 15% works well) shiny_floor: diffuse: h_ddg_diff.png bump:h_bump.png use raytraced reflections transparent: Should be transparent. This is used inside of the engines and with lens effects can make the engine glows. All renderings were produced from 3DS MAX by recovering the materials as described and adding lighting not contained in this package. ============ Files list ============ readme.txt license.txt afd.zip images/closeups.jpg images/overview.jpg images/views.jpg images/wire.jpg textures/h_b_diff.png textures/h_bump.png textures/h_ddg_diff.png textures/h_dg_diff.png textures/h_g_diff.png textures/h_spec.png