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I don’t know how these asset packs work. Could I get .stl files from them?
I actually managed to extract the 3D assets from Star Craft 2 and print them, specifically the Baneling and the Ultralisk. I had to remesh them to make them manifold and subdivide to smooth the triangles, but they looked great in the end.
The only problem of the Baneling is that the center of gravity is nowhere near the feet, so it always tips over. Hollowing its body would probably help.
As i said, it’s possible, but it’s not guaranteed to look anything like the original model. I’m unfamiliar with the baneling as a model but I’m assuming it’s probably not hairy, right?
Yeah this is exactly the kind of model you would want to use to print, my take is that this is indeed possible but there are a lot of selection criteria for the models to work, which you can’t expect a newbie to catch and that will still require a lot of postprocessing before they’re actually printable.
I actually managed to extract the 3D assets from Star Craft 2 and print them, specifically the Baneling and the Ultralisk. I had to remesh them to make them manifold and subdivide to smooth the triangles, but they looked great in the end.
The only problem of the Baneling is that the center of gravity is nowhere near the feet, so it always tips over. Hollowing its body would probably help.
As i said, it’s possible, but it’s not guaranteed to look anything like the original model. I’m unfamiliar with the baneling as a model but I’m assuming it’s probably not hairy, right?
Star Craft 2 models aren’t hairy at all, because they’re really low poly. The engine has to be able to display hundreds of them on a single screen.
Some have some thorn-like protrusions, but I intentionally didn’t try to print them, since they’re way harder to get working.
Yeah this is exactly the kind of model you would want to use to print, my take is that this is indeed possible but there are a lot of selection criteria for the models to work, which you can’t expect a newbie to catch and that will still require a lot of postprocessing before they’re actually printable.
You were able to get them to work with extensive post processing. Models ripped from a game won’t print right unless they are reworked.
That’s not extensive, that’s a five minute process in Blender. I didn’t have to touch a single vertex, it’s all global operations.