So I guess I should start off by saying it is my intent to post the .glb file (packaged model with textures etc.) for this GU-97 Imperial Fighter on the forum so everyone can enjoy it in Oculus Home. I will post it in about a week assuming I do not receive cease and desist from Frontier prior to then. I have seen a lot of fan based stuff posed using Frontier's models and it looks as though as long as I'm not trying to make any money off of it they are OK with it. Frontier please let me know if this is not the case.
EDIT: FILES UP!: https://forums.frontier.co.uk/showth...29#post7009529
So a fellow CQC pilot CMDR Curtis R. Prophett and I were having a discussion about creating an Oculus Home Elite themed room when I made a comment: "It's too bad we can't import our own models into Oculus Home". Prophett knew more about Oculus Home than I did and mentioned an update had just dropped that allowed just that. After a bunch of reading and Google searching trying to find models with textures we gave up and decided to go for broke and try to get everything ourselves from the game. I had never used 3D Studio Max or Blender before, Prophett knew the basics but we knew it was going to be a challenge. It was... lol
I decided to start with the the Imperial Fighter because it's the ship I enjoy flying the most in CQC. The final product is the result of hours and hours of reading, re-doing, compressing textures to get within the 15MB Oculus Home size limit, re-ripping models to try and get UV coordinates, manually creating missing parts, fitting much of the model together like a jigsaw puzzle, etc. but I think it looks pretty good. It was a lot of work but I really enjoyed the challenge and learning to use various modeling programs. I started off in 3ds Max but for some reason my .glb was maxing out the 15MB limit prior to completion. Prophett's model in Blender was basically the same (we worked independently to learn the software) but was only 8MB. In the end, my 30 day trial in 3ds Max was dwindling so I gave up and switched to Blender. Technically the carbon fiber in the game is a bit more shiny but I took a bit of artistic licence on a few things
The textures are HEAVILY compressed to fit in the 15MB size constraint and most of them needed to be brightened to work well in Oculus Home. As an example, the upper body and arm textures of the pilot are almost 9MB when in raw format which just won't work. I designed the model to look good in the below environment but it works in all of them. However, in the brighter environments it's a bit over exposed.
Please let me know if you guys have any questions. Here are some pics of the end result:
Front View:
Pilot View:
Back View:
Bottom View:
Wing View:
EDIT: FILES UP!: https://forums.frontier.co.uk/showth...29#post7009529
So a fellow CQC pilot CMDR Curtis R. Prophett and I were having a discussion about creating an Oculus Home Elite themed room when I made a comment: "It's too bad we can't import our own models into Oculus Home". Prophett knew more about Oculus Home than I did and mentioned an update had just dropped that allowed just that. After a bunch of reading and Google searching trying to find models with textures we gave up and decided to go for broke and try to get everything ourselves from the game. I had never used 3D Studio Max or Blender before, Prophett knew the basics but we knew it was going to be a challenge. It was... lol
I decided to start with the the Imperial Fighter because it's the ship I enjoy flying the most in CQC. The final product is the result of hours and hours of reading, re-doing, compressing textures to get within the 15MB Oculus Home size limit, re-ripping models to try and get UV coordinates, manually creating missing parts, fitting much of the model together like a jigsaw puzzle, etc. but I think it looks pretty good. It was a lot of work but I really enjoyed the challenge and learning to use various modeling programs. I started off in 3ds Max but for some reason my .glb was maxing out the 15MB limit prior to completion. Prophett's model in Blender was basically the same (we worked independently to learn the software) but was only 8MB. In the end, my 30 day trial in 3ds Max was dwindling so I gave up and switched to Blender. Technically the carbon fiber in the game is a bit more shiny but I took a bit of artistic licence on a few things
The textures are HEAVILY compressed to fit in the 15MB size constraint and most of them needed to be brightened to work well in Oculus Home. As an example, the upper body and arm textures of the pilot are almost 9MB when in raw format which just won't work. I designed the model to look good in the below environment but it works in all of them. However, in the brighter environments it's a bit over exposed.
Please let me know if you guys have any questions. Here are some pics of the end result:
Front View:

Pilot View:

Back View:

Bottom View:

Wing View:

Last edited: