Hi guys, does anyone know where can i find open source game 3d models ? p.s i would prefer full 3d model, not codes that must be modified with GIT bash.
3D open source model
3d models are (almost always) data, not code -- so "open source" doesn't really apply, and "codes that must be modified with GIT bash" doesn't really make a lot of sense.
What you're looking for is models that are in the public domain, have suitable Creative Commons licencing, or have other suitable licencing terms.
You might try OpenGameArt.org or search for "creative commons 3d models" or "public domain 3d models".
Hope that helps! :)
- Jason Astle-Adams
Thanks, by then way, if there is any possibility to get some 3D models from open source game developers directly, please respond, i will give my contacts. We are creating awesome website where you can print 3D models with 3D printer, and need some examples. We are interested only in open source game models.
Erh..... you sure that this is a good idea?
A game model usually is optimized for realtime rendering in a game.... most probably low poly, without the needed support structures that AFAIK modern 3D printers still need.
So if you get a game model, you might still need to do a lot of work to optimize it for a 3D print (Depends what part of the model the printer understands, I was under the impression current 3D Printers ignore bump mapping for example... this would mean all the bump mapped details are gone and need to be remodelled, and actually the model needs to be subdivided a lot to make it smooth enough).
Does it really need to be a game model?
We have some IT specialist's who could do all hard work, but we still looking for available 3D models. And yes, we really need game models.
Well, if those IT specialists are truly able to do the work to modify a "game" model to be ready for 3d printing, wouldn't they be able to create models as well? There are a lot of things you have to do to make a game model ready for 3d print. Some were mentioned above, like making it much higher resolution, making sure it has support structure(since there is no game to put it in the air you have to make the feet(or whatever) nice and flat, legs thick enough, etc...), remove the whole middle of the model making it basically a complex hull unless you want to waste material and money on a whole model, add a whole somewhere so it can be drained of material when done(most likely anyway, depending on how it is printed)....so yeah. Game models are completely different from models for 3d printing.
Now, to make things positive, you can possibly find, similar to searching for game models, models that are actually ready for 3d printing. Why look for what you don't need and have to modify everything when you can just look directly for what you do need? Also, you should maybe consider making some models yourself(or your IT specialist team). Anyone can learn, though things take time.
Thanks for the information,we will try this method http://www.3ders.org/articles/20141016-extracting-3d-printing-models-from-your-favorite-video-games.html for testing mostly, also we have few more. Nypyren, thank you for sarcastic advice, but we only need game models, not usual free. I am looking forward for any information where i can find available game models.
Thanks for the information,we will try this method http://www.3ders.org/articles/20141016-extracting-3d-printing-models-from-your-favorite-video-games.html to achieve our goals, also we have few more. Nypyren, thank you for sarcastic advice, but we only need game models, not usual free. I am looking forward for any information where i can find available game models.
Hmmmmm.... that sounds not very generally applicable.
While I do agree the pipeline sounds interesting, the fact the Hammer he printed consisted of 184 separate meshes does NOT sound like a regular ingame mesh. This most probably is a "show off mesh" used for an "item view" in some game menu... much too high resolution to be of any ingame use. So as long as you can locate such meshes, your plan might work. But not for ordinary ingame models which will have 10x less meshes per object and 10x less polygons most probably. This is definitely NOT the hammer your character is swinging around ingame!
Then it also sound like on this mesh, everything was done with polygons. Why else would it consist of 184 Meshes? Which makes the transition to a printable mesh easy, as smoothing polygons can be done with subdivision without loosing details and all...
Most game meshes today, even high resolution ones, will have bump maps to represent tiny details to save at least SOME polygons. I guess at least these details get lost during this conversion process. That might not be too bad, considering the details might be too small for print anyway. Still something to keep in mind.
I am highly skeptical this process is generally applicable to game models. Really, give it a try, but I would love to see what it does with the usual, 1000-25'000 poly, bump mapped character with clothing, hair and other stuff like that modelled as simple onesided polygons.