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Riveda1972
— [MMD/OBJ] SciFi Halls Stage Download
#blender
#corridor
#daz
#daz3d
#download
#hall
#halls
#mmd
#pmx
#quarters
#rooms
#scifi
#spaceship
#stage
#starbase
#starship
#xps
#dazstudio
#sciencefiction
#spacestation
#daz3dstudio
#mikumikudance
#xnalara
#pmxeditor
#xnalaraxps
#stagedownload
Published:
2022-06-01 14:15:14 +0000 UTC
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Description
Model's name: SciFi Halls stage
Current release: 1.00 (June 1, 2022)
File format: .PMX, .X, .OBJ
Description: A full set of sci-fi halls and rooms. It's actually a rework of
amiamy111
. I've completely redone the materials, splitting them in parts that can be more easely managed in combinations with effects, shaders, and avanced rendering tools like raycast or ikPolish. It's also been completely UV mapped again, as I've changed the textures (no more CM3D2 textures here). I've added simple rooms behind the doors, which have been rigged and provided of dedicated sliders to open/close them (both the doors and the rooms have been modeled and added to the stage). I've completely changed the rooms panels outside the rooms, and the hanging monitors (6) along the walls. Finally I've added autoluminous settings to the monitors, room panels, and the neon lights on the corridors.
Note:
this is a huge stage
and you could be in trouble when moving inside it. You'd better not move your models inside the stage: rather move the stage itself, to simulate movement. I've provided 3 handful sliders to move the stage on the Z and X axis if you don't want to pose the main stage bone. It's sized to fit tall models (according to
Devious-Bunny
's Height Chart the doors are ~220cm high).
If you want to resize it at rendertime in MMD use the static .x version, otherwise resize it importing the PMX stage as a new model (choose "new", not "add") into an empty PMX Editor session and choose the proper import size ratio to match your needs, then save the stage into a new pmx file.
Don't resize it manually in PMX editor using the vertex selection, or the bone resizing in the "T" window, or you'll mess the sliders based on bones movement (open/close doors and the 3 sliders which move the stage along X/Z axis).
Features:
- Provided in PMX (poseable) and X (static) formats for MMD users
- Provided in OBJ + MTL format for Poser/Daz, XPS/XNAlara users
- 2 main long corridors with neon lighting on the ceilings
- 3 side corridors connecting the main ones
- 24 rigged doors, each one with dedicated bones and sliders
- 24 simple interior rooms (walls, floor and ceiling only)
- Autoluminous presets (with on/off sliders) on the Neon lights, monitors, and room panels
- Alternate graycale textures if you want to get a more metallic look or change the general color settings
Note about the OBJ version (Poser, Daz Studio, XPS...): this is a static version of course, without rigging or morph sliders. Depending on your rendering environment you should adjust the materials settings.
Rules:
Being this a derivation of a game extracted model, I cannot own any right on the original model, although I've modeled from scratch a lot of parts and remodeled, re-UVmapped, retextured and re-rigged most of its parts.
Just credit me, use for NON COMMERCIAL purposes only, and don't use in any way that could offend or harm the original authors. You can edit it and redistribute edits, until you credit me,
amiamy111
and the developers of the game.
Credits:
-
amiamy111
original port to MMD ->
MMD Space Hall
- Modeling, remodeling, uvmapping made in Blender 2.79c and PMX Editor 2.19
- Effects used in the preview: Autoluminous only (for detailed MME credits see:
fav.me/ddj0man
)
- Preview rendered in MMD 9.32 64bit, no postwork; frame and text added in Gimp 2.10
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