Community Event / Creation ED game models for 3D printer.

3D Models for Elite Dangerous

Hi Guys,

I have started building 3D models for all the ships in elite dangerous ready to be printed. All of my models are available for free download on the thingiverse! Just type in CMDRMOODSTER or Elite Dangerous and you should find them! Enjoy!

(PS. If you download them and like them, please like or comment for me on the thingiverse!)

CMDRMOODSTER
 
awesome sauce. It's a shame FD doesn't want my money enough to offer models we either put together from 3d printed parts or print ourselves.
 
I've been working on this and have made some progress.

Today, I have a method for generating fairly crude models which I will print soon to check the quality.

There are a number of issues as can be seen in the following screenshots.

FerDeLance: http://prntscr.com/6pknzr
Type 7: http://prntscr.com/6pkmvi

Well actually they looks pretty nice as details.... just a little more rendering and they will look awesome.
I wonder if we can get access to the 3d files that we see on the loading screen.....
 
The loading screen is the first thing I tried. but the 3d catch tool requires features in the background to the extract the geometry.
The black background means no features are extracted.
 
The loading screen is the first thing I tried. but the 3d catch tool requires features in the background to the extract the geometry.
The black background means no features are extracted.
Was you actually able to find and decompressed files? I even couldnt find them thats why i thought were compressed....
 
Its conjecture but believe the loading screen uses the same model as the game and renders it during load.
The game ship files can be found here '\EDLaunch\Products\FORC-FDEV-D-1003\Win32\Items\Ships' but are not directly useable. Your suggestion that they are compressed is reasonable, or maybe they are encrypted.
I've no intention of reading these files as using them for models without permission will almost certainly have issues with copyright.

My plan is to faithfully recreate the models in my own 3D CAD.
A model created in this way will be of my own making and I believe this will allow me to print it without license issues.

The approach I'm currently taking is
Basic 3D geometry of the Ship
Its possible to reverse engineer this from screenshots by scaling pixels. The challenge is keeping a constant reference in the frame and knowing the angle to get the perspective.
To do this adequately takes considerable skill and patience. As demonstrated in the previous links 3D Catch does some of this for you.
Redraw the ship
Using the crude scanned outline as a guide its possible to redraw the ship in a CD tool. Missing details can be identified from screenshot. It won't be perfect but I think that's the point that allows you to claim the work as your own.

I don't believe it is currently possible to get a very good model out of 3D catch. The primary constraints are resolution, lighting and background rejection.
My system is limited to 1080p, users with 4k screens may do better.

I've tried capturing data in Space, Hanger and dock-port Landing pad.
  • The results from the Hanger are confused by the steam venting and animated signs.
  • In space the star points (at infinity) offer excellent background rejection but because the game only renders one light source its not possible to properly light the subject (too many shadows lead to missing detail). This may be a limitation of my system but I don't think so because I have an GFX980 GPU running on the highest settings. Should the devs fix the multi-point lighting this will be the best method. A work around is to do several models at various poses but I haven't found a way of stitching them accurately.
  • The landing pad in a large station solves the lighting issue but adds a complex background. This is how my scans have been made so far.
 
FerDeLanceScannedMeshModel.pngFerDeLance - Large (5).png
As mentioned above here's a print of the first scanned model.
Its clear from the mesh that some features are poorly captured and this results in less than perfect slicing.

The 3D catch method is viable for a quick print and I encourage anyone with an hour to spare to give it a go.
I'm going to scale and draw a model from scratch next as this will produce a better model.
*m*
 
Hello,
I tried the same method with 123d catch and it sucks. The ship was lit only by a star and one side was completely dark. No similar points were founded to link the top capture with the bottom capture. Maybe I could try with a capture of one side and then mirror it in some 3d editing software.
There is also a software called Photoscan that could solve the problem, it is way much profesional than 123dcatch, but it's not free. There's a demo version I tried some months ago.

As opposite technique I'm trying to find some spare time to 3d model from scratch some ships [but I can't stop playing E:D], its just some hard surface poly modeling. For the references obviously there's no problem. The lack of some classic blueprint, 3 view technical drawing, could lend to some imprecisions. Maybe with the rough model from 123dcatch as CMDR*malcom* suggested could solve partially the problem.

I love the design of the ASP and I want to see it on my desk :D I think I will start from that one.

Bye.
 
@CMDRAndreuPuig
Andrew
As I mentioned in a previous post 3D catch doesn't work well in space because the game only renders one light source.
I've found it difficult to merge 3dcatch multiple models taken after rotating the ship to the light. This is because 3d catch does not have an absolute reference and the models come out slightly different scales.

The work around is to do a single 3dcatch in a well lit large docking port. This is how my FdL was created.

Drawing from scratch is not easy without a clue to the scale and geometry.
A starting point is a silhouette projection:

1. Take screenshots from the side, front, top and rear. Try to get in the middle and as perpendicular as possible (square on).
2. Using your favorite image tools, draw an outline around each view and fill it in to create a silhouette.
3. Convert the silhouette to SVG using Inkscape (say)
4. Import SVGs as solid into 123D, delete the associated sketch, you don't need them and they eat memory.
5. Move and orientate each outline solid to the correct position. Note the solids can be complicated and your PC may struggle. Be patient.
6. Extrude each view so they all overlap completely. This will look like a mess. You should have 4 extrusions overlapping.
7. Do a Boolean intersection of any 2 to create a solid model ONLY where the projections overlap.
7.1 repeat this with the others until theres only one bit left.

You should get something like this (Lakon Type 7)
Screenshot_2.png

When I did this the model 123dx file was 15MB, when exported the STL this was 1.7GB !! This is because 123D isn't the best of tools. Fortunately, this can be improved

8. Import the STL file into Meshmixer.
9. use the analysis tools to heal any small errors.
10. use the remesh tool to simplify the model, depending on how powerful your pc is this can be slow.
11. export the model to a fresh STL file, this will be much smaller.
This example is a much more manageable 15MB and results in something like this.
Screenshot_1.png

Know limitations.
a. Scale and position errors occur because its not possible to screenshot a true orthogonal view (perspective)
b. Feature loss caused by the simple outline and projection.

As can be seen from the above the method doesn't produce a startling model.
However, I think that it may be possible to use this crude model as a tool to help scale and combine 2 separate 3D catch models.

If you can please post screenshots your results.
 
Hi Malcom,
this is my try with 123d catch

o77zig.jpg


One other problem is the specular component of the shader when light is tangent to the surface becoming totally yellowish plane color messing up the reference from the previous image.
I will make the same for the bottom, and merge the two meshes. This could be a valuable starting point. Then I will retopologize the mesh with Modo, I use it for work as a 3d artist, and add the fine details. Surely it will be a long work involving some customizations.

Bye.
 
That's a typical output. I've also found that yellow light can have problems depending on the colour of your ship.
3D catch doesn't like reflections either, I found using a white sun system helps.
I'm trying to join several catch renders but don't have access to such tools as Modo.
 
Yep, catch123d is currently best bet..
I'm trying it at multiple sun star systems ;-)
I do wonder what FD's take is on this? But given previous form and attitudes to user mods I suspect it's a no no :-(
 
Wotthe, there are issues with using FD copyright material and there are rules published by FD to cover this in the top level of the forum (do read them).
I think you can do this as a work of art, but its wrong to assume that you can freely share or commercial sell any models based on FD content.
Anything I'm doing is for personal enjoyment.
In my view this thread is for sharing how we personally do it and I don't think we can release models into the wild until FD approve.
 
Hi Malcom, I forgot to mention that the model from 123d catch came with good textures. These are a perfect base for building the model.
These kind of programs doesn't work good with reflection or refraction, as you can see the messed up geometry in the cockpit. Even the normal map applyed to the game model seems to become true geometry in the 123d model, fascinating.
asp123D_2.jpg

Regarding FD copyright I read something in a past newsletter, where they sayed they were quite open. Take as an example the papercraft model of the cobra and sidewinder, or the coriolis station papercraft posted everywhere. The only limitation is clearly not selling the product. For make money with these creations they can release some sort of license, but for personal use I don't think there are problems, considered as fan art as you mentioned.

Maybe I will send a mail directly to them to see what we can and what we can't do. If everything comes out as a good product this is free advertisement for them.

edit: Found the newsletter.
As reported from newsletter #66

The Elite: Dangerous community creates masses of content – Lego models, trailers, papercraft, screenshots – and we're often asked for permission to use logos and official art, so we’re making it easy with our new Licensing Program.
Don't worry. This won’t change anything for all the streamers, YouTubers, podcasters and other creators offering your content for free.
Free content producers all fall under our first license – Non-Commercial – which will protect you when using Elite: Dangerous logos and branding in your content. It’ll specify some simple things like “don’t use the logo on adult content,” for example.
The second
– Commercial – is for creators who want to produce and sell Elite: Dangerous-themed products; things like 3D-printed models, papercraft books, pay per view videos or paid apps. It will open up opportunities to work with Frontier on the right products.
We’re putting together our licensing agreements now, so if you have any questions or concerns, or just want to know where your content falls, mail us at
licensing@elitedangerous.com and we’ll work to make sure you’re given the right answer.

So we are in the non-commercial license. I don't know what happen if I make a 3dmodel ready to print and put it on thingiverse for free.
 
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.....
We’re putting together our licensing agreements now, so if you have any questions or concerns, or just want to know where your content falls, mail us at
licensing@elitedangerous.com and we’ll work to make sure you’re given the right answer.

So we are in the non-commercial license. I don't know what happen if I make a 3dmodel ready to print and put it on thingiverse for free.

I've seen an updated version somewhere but I think you're right about uploading to Thingiverse or similar sites. When I have something worth sharing I'll ask FD before uploading. I suspect you'll need to include a copyright statement with anything you share.
Asking seems the safest way forward.

Screenshot_3.pngScreenshot_1.png

The prototype mesh is ok, but I've not had much luck redrawing anything yet in the available free tools.
 
As in these days I'm not in my studio, I can't access my main workstation and E:D for work on this project to show you more pictures than the previous ones.
I wish to change my approach of taking pictures of the ship, trying to get only one side well lit by a star, top and bottom part of the ship, get the half ship model from 123dcatch and duplicate/mirror it in a polygonal modeler software.

For the licenses, I read the sticky post here in the forum, and for the non-commercial license you have to write a disclaimer reporting the FD copyright, fortunately in a place with easy access and it can be placed without affecting your art, so no watermarks. For a 3d model it could be included in the textures maps files, or directly subtract from the 3d model. It seems they are quite flexible and permissive.

edit: I forgot to mention that we can oversample the game. I remember some people doing this with skyrim, getting images bigger than their screen monitors. It could be a good solution to provide 123dcatch better images to process.

Bye :D
 
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I've been trying the side-on illumination with the above viper without much luck ATM. There are a lot of shadows cast by the larger features and recesses.

Over sampling might help, but I've no idea how to do that.
Recently instead of screenshots I've been recording the camera directly as video and extracting 1080p frames. I found this was easier as I could just record everything at various ship orientations.

I'm trying blender as a CAD tool. The learning curve looks a bit steep!
 
Warning that extract frames from a video could be worse: if motion blur is applied the images will result blurred.

Blender is a great piece of software, but it s much polygon modeler than a CAD, like AutoCAD, solidworks, Catia, etc. Learning hard surface modeling is not quite easy, topology and subdivision modeling are techniques hard to master. It seem there are just few points to move, but there is a lot more involved ;p

Which is your background in 3d modeling?
 
Warning that extract frames from a video could be worse: if motion blur is applied the images will result blurred.

Blender is a great piece of software, but it s much polygon modeler than a CAD, like AutoCAD, solidworks, Catia, etc. Learning hard surface modeling is not quite easy, topology and subdivision modeling are techniques hard to master. It seem there are just few points to move, but there is a lot more involved ;p

Which is your background in 3d modeling?

My video capture rig is pretty decent and I'm extracting full frames (no interlacing). I'm moving slowly around the target so don't see any motion blur.

My 3D modelling is amateur only! The sophisticated tools are too hard and too expensive.
I'm sticking with 123D which is free, here's a screenshot of my Viper design, the geometry is taken from the 3D catch model.
Its still work in progress (and 2D) but I'll get something good enough to print eventually.
However, this week I'm away for work so will not be able to make any more progress.
Screenshot_2.png
 
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