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3Da history of space fighters

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  • Knight26Knight26192 Posts: 838Member
    ROFLMAO, $50, you have to be kidding me
  • spacefighterspacefighter2 Posts: 0Member
    there are also models comparable to mine selling for $90, most of those $20 ones are extremely low poly, almost all texture and no modelled detail. these are some other models on turbosquid of similar prices
    http://www.turbosquid.com/Search/?max_price=70&keyword=spacefighter&min_price=30
    http://www.turbosquid.com/Search/3D-Models/Spacecraft/Space-Fighter?max_price=70&min_price=30
    http://www.turbosquid.com/Search/3D-Models/Spacecraft/Space-Fighter/page/2?max_price=70&min_price=30
    considering what is on those pages you will notice that there are some models of higher quality than mine for lower prices but there are many models over $50 that are quite a bit lower quality than mine.
    this is what you get for under $20
    http://www.turbosquid.com/Search/3D-Models/Spacecraft/Space-Fighter?max_price=20&min_price=1&sort_order=asc&sort_column=A5

    the following cost over so $50 for the phoenix seems reasonable.http://www.turbosquid.com/3d-models/space-fighter-ship-3d-obj/492447
    http://www.turbosquid.com/3d-models/3d-sci-fi-fighter-model/195556
    http://www.turbosquid.com/3d-models/3d-alien-space-ship-model/210168
    http://www.turbosquid.com/3d-models/3d-alien-space-ship-model/210174
    http://www.turbosquid.com/3d-models/lightwave-starship-ss-aisha9/180623
    http://www.turbosquid.com/3d-models/3d-alien-space-ship-model/210185
    http://www.turbosquid.com/3d-models/3d-model-alienrider-space-fighter-alien/220134
    http://www.turbosquid.com/3d-models/human-fighter-max/213140
    http://www.turbosquid.com/3d-models/3ds-max-spaceship-fighter/136938
    http://www.turbosquid.com/3d-models/3d-blend-hyper-spaceship/685571
    http://www.turbosquid.com/3d-models/spaceship-fighter-max/195652
    http://www.turbosquid.com/3d-models/3d-model-starfigter-space/433994
    http://www.turbosquid.com/3d-models/3d-model-of-tank/141118
    http://www.turbosquid.com/3d-models/3ds-alien-space-ship/195011
    http://www.turbosquid.com/3d-models/3d-model-of-fighter-corsair/501735
    http://www.turbosquid.com/FullPreview/Index.cfm/ID/547240
    http://www.turbosquid.com/3d-models/1953-martain-war-machine-3d-model/582910
    http://www.turbosquid.com/3d-models/3d-aircraft-v-tron-3000-model/741597
    http://www.turbosquid.com/3d-models/attack-fighter-3d-model/630141
    no offence to the authors of those.
  • colbmistacolbmista2 Posts: 0Member
    yeah thos are ingame models just cuz your poly count is higher doesnt mean the quality is and if you want your model to sell any way putting it at a low low price is better beacuse most buyers will be looking for the cheapest price any way alot of the models on that site are wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy over priced and the modeller is jsut looking for a quick buck but no one will buy it cuz its so high in price if you want a product to sell you put it at a reasonable price.
  • spacefighterspacefighter2 Posts: 0Member
    if you think mine are so bad how much WOULD you pay for them?
  • colbmistacolbmista2 Posts: 0Member
    Max would be 10 $
  • spacefighterspacefighter2 Posts: 0Member
    colbmista wrote: »
    Max would be 10 $

    in my country that's less than the price of a cheap usb stick. and the amount which i actually get when all the deductions are taken into account is 28% of the selling price, and that's in dollars so when i get the check the amount i have in pounds will be about 0.6 times that value.
  • SchimpfySchimpfy396 Posts: 1,632Member
    colbmista wrote: »
    Max would be 10 $

    Seconded.

    If you realize the actual quality of your work and not what you perceive it to be you'd understand that anything over 10$ is off, but over $20 is ludicrous. Even if those people charge out the rear for what you're saying are lower quality models they're more than likely not selling much, if any at all. Another thing of note is that all of these other sellers use their own textures and not just the stock textures of whatever app they're running. That's what I'd say is probably the number one problem with your work.
  • colbmistacolbmista2 Posts: 0Member
    You realise just cuz its low in price doesnt mean u wont make money the fact that its low in price means you will prob get more people downloading it which thrn adds up thats how u make money on it if its so high in price means there will be less downloads of it thus you wont make as much its common sense
  • spacefighterspacefighter2 Posts: 0Member
    colbmista wrote: »
    You realise just cuz its low in price doesnt mean u wont make money the fact that its low in price means you will prob get more people downloading it which thrn adds up thats how u make money on it if its so high in price means there will be less downloads of it thus you wont make as much its common sense
    nasty balancing act really. if i knew i would have loads of downloads at a low price i would do that, problem is i don't know so higher prices seems best as i probably won't get that many downloads anyway. as for using stock textures i am thinking about changing them as i don't know if i can sell the models when they carry the stock textures. and no offence to anyone but my models might not be brilliantly textured but they are better than some of the low quality(texture instead of detail) game ready models, then again there are no download stats on turbosquid so i don't know how well any of those models i specified have been selling. i will have a think and probably ask around to see how much other people might pay.
  • colbmistacolbmista2 Posts: 0Member
    My guess is it wont sell then
  • spacefighterspacefighter2 Posts: 0Member
    colbmista wrote: »
    My guess is it wont sell then

    anyone else think they are THAT Bad. would anyone buy them for $20, what about $30 even $40?
  • colbmistacolbmista2 Posts: 0Member
    I never said they are bad but I wouldnt pay the prices you are listing
  • CoolhandCoolhand289 Mountain LairPosts: 1,298Member
    Juvat wrote: »
    Seconded.

    If you realize the actual quality of your work and not what you perceive it to be

    ^This. Spacefighter, not looking to beat you up here but you must learn to be more objective, self critical, your lack of objectivity is your biggest problem to growing as an artist (possibly also as a person). You want to sell on a professional site but at the moment you don't even have the temperament to become a good amature artist, because you can't see the flaws in your own work and refuse to listen to anyone who tells you different.

    Its probably clear to most of us that you need to work a lot on your modelling and texturing skills before you'll have any commercial success. IMHO, as they are, the models aren't really useful to anyone for anything, at least the ultra low poly but fully textured model you derided in a previous post is useful for a real time game engine - a possible commercial application.

    I am not trying to put you off, I'm not saying don't try, I'm saying you have a lot to improve on. Your enthusiasm is your real strength, but temper it with objectivity and you'll be a better artist in the long run, that takes maturity.

    As for turbosquid, there are many overpriced models on there, I'll leave it at that.

    aside from this, I genuinely wish you good luck in your new venture.
  • alonzo11208alonzo11208331 Posts: 0Member
    Hello Spacefighter.

    To your question, my answer will be no. I will not pay $20USD for any one of your models. I will unfortunately not even pay $5USD.

    Understandably this sounds harsh, but I am being honest. As others have noted, there are other offers out there who offer decent quality models for FREE and in comparison to your own here, I will not risk such a venture. Am I saying you should offer them for free? No, thats your decision.

    However there are things you need to take into account when you do pricing for these:

    1.) What is the costumer getting exactly? A halfassed model with just a stock texture slapped on it? A kitbashed model with no texture? Etc.
    2.) How much time and effort was REALLY put into the model? One can tell the difference between a shoddy, decent, and great model.
    3.) Can it be made accessed in other formats without hiccups? Meaning FBX, OBJ, 3DS, etc
    4.) Is the costumer, getting one model or a few different variants? Are the variants simply different textures? Or actual additions?
    5.) What is the status of his poly definition? High? Low? Is the geometry proper and not cause problems?

    Those are just a few I could come up with at the moment.

    One another note, I have been following this thread and I see some progress in regards to what you initially had. There are some valid points others have brought up, but ultimately you won't really see true progress if you stay too stubborn and flaunt around this disclaimer:
    WARNING!!! I MAY NOT TAKE YOUR ADVICE ON MY DESIGNS. I LOOK FOR IDEAS ON WHAT I HAVE YET TO DO NOT WHAT I HAVE ALREADY DONE!

    Otherwise dont try and force things to work if they dont and its not at all uncommonfor people to simply do entire redesigns.

    With that good luck on your ventures.

    -Alonzo

    PS - There are a few things you can do to texture SU models. One is you'll probably need to download OBJ exporter and import plugins. Get UV Roadkill and cut out your UVs in that. Assuming you use blender, you could then import that OBJ into blender and save out a copy of a uv map and paint it.
  • spacefighterspacefighter2 Posts: 0Member
    Hello Spacefighter.

    1.) What is the costumer getting exactly? A halfassed model with just a stock texture slapped on it? A kitbashed model with no texture? Etc.
    2.) How much time and effort was REALLY put into the model? One can tell the difference between a shoddy, decent, and great model.
    3.) Can it be made accessed in other formats without hiccups? Meaning FBX, OBJ, 3DS, etc
    4.) Is the costumer, getting one model or a few different variants? Are the variants simply different textures? Or actual additions?
    5.) What is the status of his poly definition? High? Low? Is the geometry proper and not cause problems?

    PS - There are a few things you can do to texture SU models. One is you'll probably need to download OBJ exporter and import plugins. Get UV Roadkill and cut out your UVs in that. Assuming you use blender, you could then import that OBJ into blender and save out a copy of a uv map and paint it.

    no doubt i am stubborn, but if anyone likes my designs then some people may be willing to pay. as for your points:
    1. i wouldn't say my models are half ar*ed, and although they have a stock texture they do look quite good(i think). i may alter the texture a bit but it will most probably be there as a means to make the material look real rather than as a way to show details, in the same way as almost every model on the google 3d warehouse uses textures to make materials look more real but the textures are not mapped to from a whole model colour scheme.
    2.i spent a few weeks on each model and it involved quite a bit of work, i didn't do anything i felt was below my standards in them.
    3.absolutely, there are obj and blender versions which work perfectly although the files are over 10 megabytes. i can also export collada(.dae) from blender although the collada models may have lost some of the transparency but this can be redone in seconds when they are imported into another application. some of the renders(those without the sketchup green and blue background) on this thread are from blender so are the videos.
    4.sadly only one model, different models(for example the banshee is quite different from the phoenix although they share the same seat and the same type of switches)would be sold as separate products. i thought this would be best as anyone who just wants one would only have to pay for i. i may consider supplying packs containing more than 1 for prices just under whatever the sum of the individual models prices will come to.
    5.the geometry of my models is not suitable for 3d prints as the are not all watertight but the models work well in blender. they are not high poly or low poly but somewhere in between, they are detailed but some of the smallest curves have been built from only 4 or 5 edges. they may be low poly enough for some games but i am unsure, rendering in blender on my old computer takes about 10 seconds for the phoenix with medium quality shadows included.

    as for your p.s. note i already export the models to blender via a few steps, the plain obj from sketchup exported crashes on my machine but i know another method that works perfectly( it is in a tutorial on this site and on instructables), the reason you mostly see sketchup images on this thread is i do not export until the model is finished so what you see whilst it is being modelled is all sketchup work.

    as for
    otherwise dont try and force things to work if they dont and its not at all uncommonfor people to simply do entire redesigns
    , i don't force things to work and occasionally i have redesigned but i am happy with the banshee and the phoenix. if there is anything you think would vastly improve them and make more people want to buy them then i will consider creating an altered version including those changes.

    thanks for the suggestions alonzo11208, coolhand and colbmista. and thanks for wishing me luck, the way i see it even if i make very little money i am losing nothing in the process so i gain either way as long as someone buys any of them.

    your mention of UV roadkill interested me, what is it. i looked at http://www.pullin-shapes.co.uk/page8.htm the first link on google when i searched for it but is it only for maya, 3dsmax and softimage(none of which i use). if i import an obj file to it will it unwrap the whole texture into a single image or something, that could be useful for adding panel lines and markings if it does.

    next model will be started soon.
  • SchimpfySchimpfy396 Posts: 1,632Member
    ...and although they have a stock texture they do look quite good(i think).

    Once again...this is your perception of your work.
    i may alter the texture a bit but it will most probably be there as a means to make the material look real rather than as a way to show details...

    Hmm, so that's the point of texturing?

    I'm going to be blunt. The stock textures you use cause your models to, for lack of a better word, suck. It is a half assed attempt when you don't put the required effort into the entire model (mesh and textures). The modeling itself isn't awfully bad even though you could stand to take advice and criticisms better by possibly applying it. I recall you stating in another thread that you weren't keen on the cartoonish look of someone's finished work. The textures you've used on all of your models give a very cartoonish look. There's no realism whatsoever to any of your models simply because of the textures.

    So, work on your texturing skills without whining about it and then maybe after that you might be able to make some money.
  • alonzo11208alonzo11208331 Posts: 0Member
    SpaceFighter - Its a standalone application. You may have to do a little digging for it as its not in development anymore. And yes and no. It will unwrap the model depending on the default uvs. You will have to cut the uvs out how ever you wish, but this is a more simple and direct method for beginners. Do a simple youtube search of UVRoadkill and you will understand. Remember OBJ format. Also the reason the OBJ from SU might be crashing in Blender is the geometry might be messed up. SU does encourage bad habits when it comes to modeling, thus you have to remember "QUADS and TRIANGLES." And bad enough that SU automatically triangulates everything so have to be even more vigilant with making quads.

    Juvat - Agreed. There are some really impressive things one can do with textures alone that could completely trick someone into believe that the actual mesh was something else completely.
  • spacefighterspacefighter2 Posts: 0Member
    thanks juvat and alonzo11208. where can i find explanations of how to texture well, not just how but also what sort of texture looks god and how to design a texture that fits well with a model.
    and alonzo11208, i get the skp models into blender fine and it never crashes, my problem was with the export from sketchup(not the blender import) but i found a different exporter which lets me go through a multi-step process then into blender and it works well.
  • colbmistacolbmista2 Posts: 0Member
    you tube texturing tutorials for either sketchup or blender
  • spacefighterspacefighter2 Posts: 0Member
    a short video i forgot to post here when i first uploaded it to youtube, it shows a few shots of the russell class MK I performing some turns and it shows the variable geometry wing system.

    still dealing with sorting out turbosquid as the upload system is not working properly at all.

    started work on the pre-hyperspace fighter. basing it on some elements from real aircraft but unsure of how to continue. not really done enough yet to make it worth showing any pictures.
  • spacefighterspacefighter2 Posts: 0Member
    just an update, having real problems with connection so models are not on turbosquid yet. if you are interested in any of them you will have to wait a bit longer, sorry. have hardly worked on my pre-hyperspace design but have some ideas for it based on a saab draken's fuselage but with very different engines and wings, may include an underside vent "thing" for another engine. really want to get on with it, the solar 1 ramjet and the KKS(kinetic kill ship) but have had almost no time. weather has been really hot here in my part of the uk so i have not done much other than boil. also considering ways to put really awesome textures onto models, may redo some of my designs with extra panel lines and surface detailing(including lots of maneuvering thrusters). hope to make their texturing comparable with bbzwbbzw 's fighter models.
  • spacefighterspacefighter2 Posts: 0Member
    the banshee is now FOR SALE
    here
    http://www.turbosquid.com/3d-models/space-fighter-banshee-air-3d-blend/754764?referral=24e17
    various blender versions are available along with obj and collada formats.

    i have been working on the pre-hyperspace fighter but with the number of other things i have been working on, such as preparing the model to sell(i had upload problems) and the extreme heat(not extreme for you in desert regions but hot for britain) i have not done much. the drone version of the banshee will go up on turbosquid for a considerably lower price than the fighter, soon. i will also upload the phoenix when i have produced a few more renders of it. i MIGHT consider selling the heavy fighter(thompson class) on there but have not decided either way yet. i also had some 3d printing stuff to deal with and have arranged to have a t-shirt printed with the hellhound on it.

    I find it so damned annoying that i am having so many ideas at the moment of things i want to do but have so many other things to do first!!! for example completing the current fighter and solar-1 before i can get on with the KKS and then hellhound refit(yes i will be retexturing it and adding all sorts of new details, extra thrusters, panel lines, etc) after which i want to work on the hexanoid ship and the new interceptor. i said i had a lot planned...
  • bbzwbbzwbbzwbbzw1 Posts: 0Member
    Good luck! Be sure to let is know how out is selling.
  • spacefighterspacefighter2 Posts: 0Member
    have now posted banshee drone version on turbosquid,for $8 which is less than a third of the fighter version's price.
    http://www.turbosquid.com/3d-models/space-fighter-drone-3d-obj/754969?referral=24e17 phoenix fighter will be posted on there soon.

    thanks for the comment bbzwbbzw, new models of mine will appear here as i start work on them.

    have been having thoughts about an interesting design for a fighter bay on a larger ship, also added some landing gear to the pre-hyperspace craft. but i haven't got any good images of it to post here yet.
  • elitewolverineelitewolverine171 Posts: 0Member
    have now posted banshee drone version on turbosquid,for $8 which is less than a third of the fighter version's price.
    http://www.turbosquid.com/3d-models/space-fighter-drone-3d-obj/754969?referral=24e17 phoenix fighter will be posted on there soon.

    thanks for the comment bbzwbbzw, new models of mine will appear here as i start work on them.

    have been having thoughts about an interesting design for a fighter bay on a larger ship, also added some landing gear to the pre-hyperspace craft. but i haven't got any good images of it to post here yet.

    Sorry to be blunt here but no, the banshee is not worth 29$.

    I know you see your work as one thing and others another. In the end its all about 'what' people 'will' pay and will they be happy.

    I have no clue why your model is 84k polys! Games? serious? animation? animation is higher poly count with little texture work for 'details'. This is what a "Game" model looks like:
    http://www.turbosquid.com/3d-models/3d-7-ships-model/570830
    And with 7 in the pack, (textures beyond yours, yes your textures as others have stated are 'half-willed-you-didn't know what to do' like texturing, the models are less than 7$ each.

    And last, stop playing with sketchup if your trying to sell a $29 dollar model and import it into blender.

    Either spend the cash and play with lightwave, max, maya or other paid software (games are looking for 3ds models not blends). Or strap down and learn blender itself.

    I have no beef with sketchup, but the free version is lacking wen compared to blender. And now that Blender has premapped, max and maya keysets. When you do make the plung to paid software, the keymapping will be like normal.
  • colbmistacolbmista2 Posts: 0Member
    many has pretty much said what you said but he wont listen
  • spacefighterspacefighter2 Posts: 0Member
    if you wish to criticise finished models please explain WHICH features of the design or model you think are wrong and why. i know some models for games(those in web games and in the background on more processing power intensive games) are very low poly like that but in high detail games(those similar to many console titles or slightly less advanced) models like this have a place for foreground stuff, or as player controlled ships etc. you also say games want 3ds models not .blend. firstly blender has it's own game engine so some games can be made within it. i believe the games can then be exported to be played without needing blender on the device you play it on. also all my models come in obj format which is available at the same pages, obj carries all the same information as 3ds and is supported by almost every 3d application. blender often has problems with 3ds export in my experience. i supply the .blend s as well as collada and obj because they contain some features that are lost on export. and yes i use sketchup for much of the modelling but i know the blender files are more useful and have more functionality than skp files. another model, the phoenix will be posted on turbosquid in the next few hours. perhaps you would like to suggest how much you think IT is worth?
  • BorklessBorkless171 Posts: 0Member
    if you wish to criticise finished models please explain WHICH features of the design or model you think are wrong and why. i know some models for games(those in web games and in the background on more processing power intensive games) are very low poly like that but in high detail games(those similar to many console titles or slightly less advanced) models like this have a place for foreground stuff, or as player controlled ships etc. you also say games want 3ds models not .blend. firstly blender has it's own game engine so some games can be made within it. i believe the games can then be exported to be played without needing blender on the device you play it on. also all my models come in obj format which is available at the same pages, obj carries all the same information as 3ds and is supported by almost every 3d application. blender often has problems with 3ds export in my experience. i supply the .blend s as well as collada and obj because they contain some features that are lost on export. and yes i use sketchup for much of the modelling but i know the blender files are more useful and have more functionality than skp files. another model, the phoenix will be posted on turbosquid in the next few hours. perhaps you would like to suggest how much you think IT is worth?

    The model itself is VERY low-poly, but that in itself isn't the issue. But good low-poly models NEED great textures. Poor textures can ruin even a very high-poly mesh, and yours aren't even at that level. There's warping everywhere, it's unclear what if anything the texture's supposed to represent, and all the renders are so shiny you can't see a thing.

    If you want to improve, I'd HIGHLY recommend taking the time to do a full UV unwrap and proper texture job. This model has potential to be really cool, but as is, I don't think it's worth the anything.

    Low-poly work especially stands or falls on its texture works, so you need to put thought into it. Figure out what your plane's made out of. Is it bare metal? Painted composite? Where are the panel lines? What about hydraulic leaks, or paint scuffing where access panels are hastily removed and replaced. If it's a spaceplane, where's the TPS, are there tiles, or thermal blankets? Are there any sensitive avionics packages that need to be cordened off with NO STEP tags?

    And Blender DOES have it's own (very clunky) game engine, but it's nowhere near a proper engine like Unity. No one will use the BGE exect for dinking around for fun, and blender itself is a pretty nich program.
  • spacefighterspacefighter2 Posts: 0Member
    not been around for a while, had a short break and then some connection problems. a few days ago this site refused to load for me, so i couldn't get in at all. have done some more work on the battleaxe fighter(pre-hyperspace) and reworked the hellhound adding loads of panelling. i found a really good way to do that in sketchup by creating the panel shapes in the orthographic view then extruding them and intersecting with the fighters hull to create thickened panel lines. it's looking more realistic now than with the plain old smooth surfaces, i also found how much good red and white warning stripes can do for the appearance of a model when i added them around the edges of various flaps, doors and parts that slide out. some pictures are included. turbosquid models have not sold brilliantly but are all available at this page.
    Attachment not found.
    Attachment not found.
    really stuck on designing a new cockpit canopy at the moment, also hoping for advice and suggestions on where to put dirt and weathering(along with some tips on how to add it).
  • BorklessBorkless171 Posts: 0Member
    Are those panel lines geometry or textured? Because if they're modeled, this is no-longer a low-poly mesh.

    Regarding weathering; First, you need to UV unwrap your mesh so you have something to work with. Then just think of areas that would get lots of wear in real life:
    Around the cockpit, add some scuffed paint from pilots hurriedly scrambling into their cockpits. Add some hydraulic fluid leaks around powered doors. Think of which areas would be exposed to the harshest airflow, and dirty them up. Look up photos of real aircraft and try to match them.
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