3D Model Conversion2

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3D Model Conversion Tutorial

The purpose of this tutorial is to help you convert 3D models that were built in 3D Studio Max (.max & .3ds) & Lightwave
(.lwo) to Wavefront objects (.obj) so they can be used in DAZ Studio and Poser as either a prop or figure thats accessable
from the content library.

A tutorial for the Poser and DAZ Studio community by Mattymanx

What this tutorial does not cover:


- An in depth look at any of the listed programs
- Modeling or UV Mapping
- Advanced rigging in DAZ Studio
- In depth material and surface setup in DAZ Studio
- Any versioin of Maya, Lightwave, Blender, Hexagon or Poser - these programs are capable of being used in place of or in conjunction with the
programs covered in this tutorial. If you are more comfortable doing certain steps or procedures in any of these then please dont feel like you have to give
them up simply becuase they are not covered here.

Programs you will need:


The capabilities of the programs listed here do overlap. If steps listed in the tutorial for one program is something you are comfortable
doing in another, please feel free to do so.

3D Studio Max - 2010 or newer recommended (30 day trial is fully functional)
- http://usa.autodesk.com/3ds-max/trial/

Carrara - 5 or newer. 8 recommened for 64bit and large files (30 day trial is fully functional)
- http://download.cnet.com/Carrara-8-Pro/3000-6677_4-10782148.html
- http://download.cnet.com/Carrara-8-Pro-64-bit/3000-6677_4-75362717.html

Poseray - 3.11 or newer - Freeware


- https://sites.google.com/site/poseray/home

Deep Exploration - 5 or newer (30 day trial is fully functional)


- http://www.righthemisphere.com/products/dexp

DAZ Studio:
Version 3 - http://forum.daz3d.com/viewtopic.php?t=159060
Version 4 - http://download.cnet.com/DAZ-Studio/3000-6677_4-10717523.html

OBJ2PP2 Plugin for DAZ Studio: For making Poser props in DAZ Studio
- http://forum.daz3d.com/viewtopic.php?p=2091868

For creating Poser CR2 files in DAZ Studio: (these are optional as you can make any model into a prop)

DAZ Studio 3
Figure Setup Tools:
- http://download.cnet.com/Figure-Setup-Tools/3000-6677_4-10964190.html (30 day trial is fully functional)
- http://www.daz3d.com/i/shop/itemdetails?item=8113 (Purchase)

DAZ Studio 4
Content Creator Toolkit (CCT):
- http://www.daz3d.com/i/shop/itemdetails/?item=13178 (Purchase)

Recommended tutorial: Dealing with zipped Poser content


- http://forum.daz3d.com/viewtopic.php?t=152694
Part 1: Lets make an object out of that

This section covers exporting a model from 3D Studio Max, Deep Exploration and Poseray

3D Studio Max: .max, .3ds & .prj (screen shots are 3D Studio Max 2012 SP2) #1 for 3ds conversions

1. Load the model into 3D Studio Max by either double clicking the .max file or choosing the open icon in 3D Studio Max. If
you loading a 3ds file you will need to use the import option found by clicking on the 3D Studio Max logo in the upper left of
the screen.

2. Once the file is loaded you will want to select the model or part of the model you wish to export. The Select Object tool is
the default tool and is seen highlighted in blue.

If there is nothing in the model you need to seperate out from the rest of the scene then simply select the model by dragging
a box around it in one of the 4 view ports and you are ready to export.

If there is a section of the model that you do need to seperate from the rest to export then you may need to ungroup the
model to get at it. If the model was grouped, highlight it and go to the group menu and choose ungroup. You may have to
choose the ungroup option several times.

There is also the option of just selecting the model itself with out the lights or cameras being selected. The drop down list to
the left of the Select Object tool lets you choose what to select in the scene. Geometry is the option for just selecting the
model. Its not crucial to seperate the light and cameras from the model as they will not be exported in the obj file.

3. When you are ready to export click on the 3D Studio Max logo in the upper left and move the mouse down to Export and
choose Export Selected. Good idea to always choose the Export Selected option so you dont accidently export more then you
intended.

Choose OBJ as your file type and of course, name it and know where you saved it to.
Next comes some more options but Autodesk made it easy. Here are the OBJ options when exporting:

Whats really handy here is the preset* option at the bottom. There
are many presets availble but we are going to choose DAZ Studio.
The DAZ Studio preset works very well and does not produce errors
or "rats nests" in the exported mesh.

* not all prests have been tested to determine which will weild the best results.

This screen shot is also shown for the bennefit of those with older
versions of 3D Studio Max.

Now click on Export and you get one last window.

When the green bar goes all the way across, its done!
Deep Exploration: .lwo, .3ds & .cob (and many more) (screen shots are Deep Exploration 6)

Deep Exploration can be used to view and convert many different file types including Lightwave and Truespace files. It is very
easy to use.

1. This is what you will see when you launch Deep Exploration:

On the left you can browse through your folders and on the right at the bottom it will display any files in that folder.

2. Navigate to the folder with the model you wish to load. Single click on the file and you will see this screen:

What is important about this window is the Prompt for


missing files option. Make sure that is set to Yes. Without
that it will not load all the needed files.

If you are loading a model that was made in Lightwave and


it is seperated in to several .lwo files, Deep Exploration can
load then all at once by loading the .lws sceen file instead
of individual files.

When exporting the mesh, Deep Exploration will not export


and light or camera data, just the mesh.

3. To export, simply click on the disk icon and choose the location where you want to save it to.
Poseray: .lwo and .3ds (screen shots are Poseray 3.11)

Poseray is freeware alternative for converting LWO and 3DS files but also has several other useful features going for it as well.

1. Load the model into Poseray by going to the Input tab, which is the default tab, and click on the Load button and choose
3D model.

The standard Open window will appear. Navigate to the model location and choose the file.

If you are loading a model that is divided into several Lightwave LWO files then after the first file is loaded you can use the
Merge 3D model... option to load in the additional files without loosing the first one.

You will notice that at the bottom of Poseray there is a yellow bar where it displays any errors. Chances are it states
something about missing textures.

This is not uncommon. If you are loading and merging multiple files, just continue to load them all. When the model is fully
loaded proceed to the Materials Tab.

NOTE: You can ignor the warning about POV-Ray executable not being set in the POV-Ray render options tab

2. To quickly and easily load all the textures to the model that are missing from the Material Tab, click on the Maps button and
choose Find maps...

That brings up the Map Search window:


Click on the Add button and choose the folder location that the textures are in. The white box under the Add button will list
folder paths to folders its aware of. Feel free to delete them all to prevent it from loading files from different models that may
share the same name. After the folder is choosen, click the Ok button then click on Find on the Map Search window. Once
the images are all located your preview window should be updated with the textures now showing.

One of the features of the Poseray Material Tab is that you can use it to rename any material in the list on the left simply by
double clicking on the material name.
This is very handy later on more so then right
now. However it is worth mentioning so please
keep this in mind for later when you have to edit
the model.

Poseray cannot add new materials.

3. To export the model go to the OBJ Output tab. Here we see several options:

Poseray will automatically take the name of the model that was loaded last and use that as the name of the new OBJ file.
This means that if you merged multiple LWO files together then the last file that was loaded will be displayed as the new OBj
file name. You can type in a new one of course.

Of the 4 options listed it is highly suggested that you do NOT use the Fix material and group names option by default. What
this will do is rename all material and textures and it also creates duplicates of the textures even if one texture is shared by
multiple materials. This means if 10 materials use the same jpeg you will get 10 copies of that jpeg named after each
material it is for. If you intend to share the finished model online you dont want to have more textures then you really need.

The next step when you're ready is to click on the Save... button in the upper left which brings you to the last screen:

Make sure you choose the desired folder before you save.

For the options listed here, the first one is up to you. The middle one is recommened
and the last one is not.

When you are ready, click on the Ok button to save. You will always get a window
stating there are warnings with options to contnue or not. This is only because of the
POV-Ray executable not being set. Again, you can ignor it.
Part 2: Editing the object
This section covers the use of Carrara to edit the OBJ file and material names.

Carrara: (screen shots are Carrara 8.1)

1. Open Carrara, and goto "File > Open..." and select the OBJ file. After you select your OBJ file you will see:

The OBJ Import window.

The options shown here are recommened for importing


the OBJ. The reasons, without going over every option,
are as follows:

AutoPosition & Disable Auto-Scaling: Since you


dont want the model too small or too big, let Carrara
resize it to fit the standard scene. There will be times
when you will not want to auto scale or auto position
but that will be touched on later.

Smoothing Angle: This is a very important setting.


This option does the exact same thing to the model as
the smoothing option on the DAZ Studio surface tab.
The main difference is that when it is done here in
Carrara, it is done once and for all to the model instead
of having to manually adjust it per surface in DAZ Studio
everytime you load the model. This also seem to reduce
the time needed to load the model in DAZ Studio.

Create one Object per Group: The important thing


about this setting is that if the model you're working on
only uses one material zone for everything yet is divided
into multiple parts then you can use Carrara to redifine
the material zone for each part without affecting the UV
Mapping. This option is also useful if you need to
regroup the parts in order to rig the model later on in
DAZ Studio.

If all the textures are where they should be then


Carrara should load the model without issue. If
any textures are not found, you will see this
window.

You will need to navigate to the correct folder and


then you need to click on the file in the list and
Carrara should not ask again. If you just go to the
folder and then click open, even though the image
is there, Carrara will keep asking.

2. Now that the model is loaded we have the normal Carrara scene: (though not squished like this)
If your model is facing the same direction as this one then you model is correctly orientated and will load into DAZ Studio
facing forward as well. If it does not then use the X, Y & Z Rotation located on the right under the motion tab.

You will notice that Carrara does not show all the textures in the scene but they will show up if you render the scene in
Carrara so do not be alarmed.

At this point the model may or may not need editing within Carrara so a good thing to do is to export the model as is as a new
OBJ and load that new OBJ into DAZ Studio. Please see the screen shot at the end of this section for the OBJ Export
Options. Once in DAZ Studio you can check to see if all the textures loaded and appear to be aligned correctly. Please see
the section on DAZ Studio. If everything is satifactory and you feel no editing is required then you can skip to Part 3 of the
tutorial.

3. Redifining the materials used by each part of the model will take a few steps.

From the Scene list on the right select the part you want to modify. Do not select the name of the group it is apart of. Once
you select the disired part, click on the Wrench icon at the top of your screen which is second from the left.

On this new screen you


want to click the blue
button labeled Convert to
other modeler...
That brings up a new window:

Choose Vertex Modeler and click the ok button.

Dont worry about what you are looking at in the camera viewport. This is the Carrara modeling room but you're not here to
model. What you're looking for is over on the right side, namely this:

The Global tab is not selected by default so go ahead and selelct it. What you are
looking for here is under Shading Domains Management.

As you see it lists all materials associated with this part of the model. This part has
two but most only have one. Simply type in the new name where is says name and
hit enter to see it change.

Before you leave the Modeling room and return to the Assemble room, the hand
icon, click on the little white circle in the upper left of the camera viewport. That
will close the window for the part of the model you were just looking at.

Once back in the Assemble room you can select other parts that you want to
redifine materials for.

If you're looking to have multiple parts all share the same material then you can
select them all first in the Scene list and then choose the Modeling room. You will
still have to chooose Vertex Modeling and alter the material name one part at a
time but all selected parts will show up in the modeling room one after the other.
You can also use the copy and paste keyboard short cuts in the name field to help
speed up the process. Dont for get to close each window after you're done with
each part to move on to the next.

If that was all the editing you needed, then export the model as a new OBJ and move to Part 3 of the tutorial. Please see the
screen shot at the end of this section for the OBJ Export Options.

4. To prepare the model for rigging in DAZ Studio you will need to group parts of the model together, export them and then
re-import them into Carrara again and finally export the entire model one last time. Its not as complicated as it sounds
though it can be time consuming.

Before we get into this we need to keep a few small things in mind that have to do with the Carrara UI.
In the upper left hand corner of the viewport you will see the word Camera 1. This is the camera you
will render from but if you move it around then its movements are recorded for undo and redo
commands. Please click on the word Camera 1 and you will see a small menu appear where you can
choose the Director's Camera instead. Carrara will not record the movements of the Director's Camera.

Next, in Carrara you can select any item in the viewport but you need to be very careful as you are able
to move them at the same time. So if you need to select a part of the model in the viewport it is
recommended that you go to the Edit menu and check the undo option. If it states "Undo Move" then
chances are you moved the part.

The last thing to keep in mind is that within Carrara, whatever part of the model is selected, become the
center that the camera will rotate around regardless of where it is in the scene or where the camera is.

If you are new to Carrara, your camera controls look like this:
The hardest part about preparing the model for rigging is
sorting out what is what within the scene. Many models will
be made up of primatives and each part name tells you
nothing about its relation to the rest of the model. So in
order to make sense of all this you will need to work
between the viewport, the scene list on right and the
General Tab just above.

The part of the model that is selected will be highlighted in


the scene list in yellow and will be listed in the general tab.
In the general tab area you can rename that part so it makes
more senese for what you are doing. The Master name will
not change.

Since the list of parts can be very long and its rather difficult to find each highlighted piece, instead
of searching for the part that you just selected in the viewport, you can group the item byitself and
that newly created group will drop to the bottom of the list where it can easily be found. A quick
way to group items is "Ctrl+G". If you are working on a model of a car and the tires are seperated
into many parts, using the groups is an easy way of keeping it all sorted out. Parts of the model can
be moved from one group to another by dragging and dropping. Also, the selelcted group will show
up in the General tab at the top as well. Its recommended that you make the group invisable so that
you can get those sorted pieces out of you way visually.

5. Whatever order you decide to work through the model, in the end you want to have seperate groups for each part that will
move or not move on the model. Lets simplify this by imagining an Intrepid Class Starship like the USS Voyager. Its made up
of the main body and two moving warp pylons at the very least. So in Carrara you would want 3 groups. One for the main
body and one for each warp pylon, each made up of their many little parts.

So the next step is to export each group as an OBJ file. Select the first group and goto the File menu and choose export. In
the little popup window please name it and select the folder to put it in, then you get the OBJ Export Options.

On the export window, the most important thing to note is at the bottom where the
option for Write File Names As: is listed. You want to select Relative Path. The reason is
that the MTL file thats created with the OBJ file will direct a program to the texture maps,
if any, and save you some hassel.

After your groups are exported you will need to import them one last time into Carrara
and this time the import options will be a little different.

This time when you import the OBJs you just exported,
you need to change a few options. You need to disable
AutoPosition and enable Disable Auto-Scaling. The
reason for this is that you want your model parts to load
back up into the same spot they were before.

Under Grouping, you now want to select Create Only


One Object. This welds all those little parts together
so in the end you are left with only a few pieces that
make up the whole model instead of many smaller ones.

Now that the larger parts of the model are all loaded back into Carrara, only a few things
remain.

Groups the parts of the model together. Though you can group one model part to another it
is better to create a group of the parts instead of grouping one part to another. Feel free to
rename the group now as the exported OBJ will take the group name by default. The new
group can be resized if you want. You will notice later when importing it into DAZ Studio
that it may seem a bit big if not too big. If you have loaded the model into DAZ Studio
already and found a scale that was to your liking, say 50%, then to match that in Carrara, select the new group and go to the
Motion tab, there at the bottom is Size, Scaling and Overall. Goto Overall and change that to the same precentage as what
you had in DAZ Studio, which for example, we choose 50%. You will have to manually move the model to the ground in
Carrara afte that. If you were to group one part to another the scaling value would not be an even 100 and therefore not as
easy to adjust.

Now to export one last time. Select the new group and export it with the same options as before to the folder of your
choosing.

NOTE: When you export a model from Carrara that was prepared for rigging as described above and load it into DAZ Studio you may notice
one or more surfaces with names that show as "SurfaceName" & "SurfaceName_1" even though you never used the underscore in your
naming. This is very minor and can be quickly and easily fixed in wordpad. Search the OBJ in wordpad for the material name using "usemtl
" in front of the material name and find the one(s) with the underscore and edit it out and resave. Please notice there is a space between
usemtl and the material name.

Part 3: Creating props and figures (PP2s and CR2s)


This section covers using DAZ Studio to check the model and convert it to its final form.

DAZ Studio: (screen shots are DAZ Studio 3.1.2.32)

1. To import a model into DAZ Studio, either go to the File menu and choose import or click on the import icon. The icon
looks different depending on your theme.
Here are the OBJ import options:

What i smost important here is that you select


Poser as the program its comming from and the
scale is 24384%. This is most important when
you're going to rig the model but even if you are
just doing a prop, no sense in breaking the habit.

Also, check off the four options at the bottom


incase they are not.

You may notice after the model is loaded that it is


very large. Feel free to reduce the scale of the
model down to something more manageble.
Scale is on the Parameter Tab. You are not going
to be rigging yet and if you were, import is done
in a different way for that.

2. In some cases the textures may not be loaded to the correct surface. You will need to set those up manually in DAZ Studio
prior to exporting. Also check to make sure that the surfaces appear to be seperated the way they should be. Something that
is a light or a window should not share a surface with something that is not.

Sometimes when you import a model in to DAZ Studio that was exported from Carrara, you will only see a white model with
no textures in DAZ Studio. There is a work around. Any model that this occurs with, you need to take the final exported OBJ
that came from Carrara and load it into Poseray and export it again. This always seems to fix that issue and it loads into DAZ
Studio with its textures and colours.

While in DAZ Studio take a look at the Surface Tab and look at the names of the surfaces. You may
see something like this.

If you want to change the names of the surfaces then the quickest way is to take the model back in
to Poseray. You may want to rename them to make life easier for yourself. Please see page 6 for
Poseray. Once you change the names in Poseray you just need to save as a new OBJ and then export
the new model into DAZ Studio once again.
If the model only shows one or a few surfaces then you may be able to change that in Carrara depending on how many parts
the model was divided into. If the model is not divided into enough parts to redifine the materials they use then you will need
to resort to using UV Mapper which is not covered here.

If any surface name starts with a number and/or has the word Default in it, it will need to be changed because
of the way the PP2 exporter works. If you don't then you will only create more work for yourself in the end!

Since DAZ Studio allows you to save material presets you can still take the time to import a model and setup the surfaces
before you do any rigging. When you do go to rig the model you can apply the material preset and continue rigging. This is
extremly handy for models that depend highly on Diffuse colours over textures. Its also a good failsafe in case DAZ Studio
does not read the associated MTL file on import.

When a model is exported from Carrara and imported into DAZ Studio, every surface has the Ambient Colour set to 51 grey
and strength is set to 100%

Pleaes remember that DAZ Studio and Poser handle surface settings in a different way. One that always seems to confuse
people is the Specular settings:

For both programs, the colour will be the same (ignor the
difference in the screen shot) and the Strength in DAZ
Studio is the same as Spec_Value in Poser. Where things
get confusing is that in DAZ Studio when the Glossiness is
set to 100% it is the same as the Highlight_Size is Poser being 0. So in short, those two
values are just opposite of one another. So the two values will meet at 50% and 0.5

Now to make translating them easier from DAZ Studio to Poser you can double click on the
word Glossiness in DAZ Studio an get the Parameter Options window. On the left hand side of
that window, about half way down is:

If you click where it says Percent, it will change to Value. After that the value will be displayed the
same way it is in Poser but the values will still be opposite of each other.

3. Whether you are creating a prop or a figure, if you wish to scale your model according to real world values such as meters
then you can use a few primative planes and the floor grid in DAZ Studio to help you.

Using Starships as an example, if you need to scale the model to be 500 metres long then in DAZ Studio set up two primative
planes. Rotate both 90 degrees and move one of them forward 500 units. DAZ Studio units are centemeters (cm). Now
move your model up 250 units. From here it is a matter of setting the scale of the ship by seeing how well it fits between the
two primative planes with out poking through (too much). After you set you ship size, move the model back to 0 and drop it
to the floor using Ctrl+D on the keyboard. You will notice when you do that, that the main scale value reads 100% while the
X, Y & Z scale now read the value that you set the model to.

The same method can be used for setting models to full scale. The floor grid in DAZ Studio is set up in 1 meter squares so
when you move an item 100 units (100cm) you have moved it 1 meter.

4. To create the prop in DAZ Studio in a the same format used by Poser (PP2) you
will need the OBJ2PP2 Exporter that was listed at the start of the tutorial. Using
it is very simple. First make sure that the model is sitting where you want it and at
the scale you want it. Select the model and launch the OBJ2PP2 exporter:

Select the folder where the PP2 is to be saved.


Select the folder where the OBJ is to be saved.

If nothing is parented to the OBJ in question then the Child Node options are
irrelevant

The bottom three are optional but if all 3 are important then check all 3.

Click on save when ready. DAZ Studio will create a new OBJ instead of using the
one you exported from Carrara. Also the PP2 file will record the loacation that the
OBJ is saved to along with the file path of any textures that were loaded via the surface tab.

Once the export is done you still need to create the required folder structure used by Poser and DAZ Studio in order for this to
work in either. Also you will need to edit the file paths in the PP2 file to match what you set up in the folder structure. Please
see the tutorial on Dealing with zipped Poser content linked at the start of the tutorial.

5. For creating figures there is one important thing to remember. When you import your model, you need to import it at Poser
scale and rig it at poser scale. If you import the model and it is very large, you would have to rig it at that size prior to scaling
it down and exporting the CR2. If you need to resize the model drastically then please refer back to using DAZ Studio to scale
and Carrara for exporting the model at that same scale.

The other thing you need to remember about rigging is before you import the OBJ and before you export your CR2 file you
will need to have your folder structure setup ahead of time with the OBJ in a subfolder under the Geometries folder and you
have to save your CR2 in a subfolder under the Character folder. Textures should also be in the correct location as well or you
will revieve a warning but it will still export.

The steps to getting the model in to DAZ Studio for rigging is as follows:

In the Skeleton Setup tab, under Geometry List, right click and
a small menu will come up. Choose Add Geometry...

Select the OBJ you wish to rig and the same OBJ Import
window will appear. Pleaes make sure you stick to Poser scale.
This is very important because when DAZ Studio loads a figure
it will automatically asume that the figure was set up at poser
scale. If it was not, it will not work correctly. After the model
is loaded you will not see it in your viewport but you will see it listed under the Geometry List and all its parts are listed under
the Group List (not shown) which is just below the Geometry List.

Now you need to drag and drop the OBJ listed under Geometry List over to the
Relationships area onto the blank figure. This will automatically list all parts of the
model as being there but it will be up to you to tell it what bone is connected where.
Setting up the hierachy can be done by dragging and dropping.

In this same window you can rename all parts of the model under Name and Label. If
you will be using this new figure in Poser 7 or earlier or you plan to redistribute the
model to others who use Poser 7 or earlier then the names under Name need to be 15
characters total or less. If then exceed 15 characters then they will not show in Poser
7 or earlier. Labels are not affected and can be whatever you want them to be.

When you have gotton the skeleton all set up the next step is to tell DAZ Studio to
create the figure.

In the upper right of the Skeleton Setup tab is the menu. Click on the icon and you get this menu:

The option you want to choose is Create Figure. DAZ Studio will now start
piecing the model together in the viewport.

After the figure it created in the viewport you will still have to correctly line up
the different bones in the skeleton and define thier limits. That would be done in
conjunction with the Property Editor and the Tool tab with the Joint Editor tool.
None of which can be covered here. It is recommended that you make use of
your different viewport cameras in DAZ Studio when setting up your skeletons so
that everything lines up correctly.

After your skeleton is completed you can scale the model to any size you need it
to be. Just remember to scale AFTER you finish the rigging, not before!
6. When you are all ready and you feel the figure is complete, go to File and choose Export or click on the export icon. Now if
you setup the folder structure as stated earlier then choose the subfolder you prepared under the Character folder and give it
a name and click on save. If you didn't and you go to choose just any folder, you get this:

And then it wont let you save the CR2. So please


choose the correct path for it.

Afte you have choosen the correct path there is one last window left:

For a simple figure with no morphs, the options seen here should be just fine.
The Base Path and CR2 path should match your folder structure that you set up.

After you click on accept you will see the standard progress bar do its thing and
you are done.

You should double check the CR2 in a text editor to make sure your file paths
are correct.

Please refer to Cliff Bowman's tutorials on the Figure Setup Tools in the DAZ Forums for a more indepth step-by-step:

Skeleton Setup:
http://forum.daz3d.com/viewtopic.php?t=98085

Joint Editor:
http://forum.daz3d.com/viewtopic.php?p=1527813

~ The End ~
Free models and file hosting:
For the sites that host the Star Trek and other Sci-Fi models, its usally a nice idea to keep them hosted on the same site of
simular sites so its easier for other fans to find them.

Here for everyones convience is a small list of sites to get nice free models from:

www.foundation3d.com - At F3D you will find many free models with one basic rule about conversions and that is if you
download it from there you can convert it and re-host it there. Lots of Star Trek and Starwars but plenty of other stuff too.

www.Trekmeshes.ch - Nice collection of Star Trek Models

www.scifi-meshes.com - Mostly Star Trek. Other sci-fi as well

www.scifi3d.com - Lots of Starwars and Star Trek again along with some Babylon5 stuff

www.turbosquid.com - Lots of model which are not free but a large number of freebies too. Has a very good search
function for finding what your looking for.

November 19 2011
February 27 2012
mattymanx

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