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3D models import This page lists some sources of free 3D models that you may import in Sweet Home 3D, either one by one or by group of models, and web sites that propose 3D models. Free 3D models created by contributors The free 3D models page proposes more than 1100 additional 3D models created by contributors and supported by the furniture import wizard of Sweet Home 3D. Libraries of 3D models Sweet Home 3D lets you also import libraries of 3D models stored in SH3F files. ApolloMaximus:Free 3D Human Poser Figure Downloads for Poser 7/Daz3D Studio Home DownloadApollo ReadMe FAQ Forum Gallery ContentViewer Newsletter Resources 3D Links other 3DHuman Figures Anton Kisiel designs , creator of dynamic 3D software content, proudly presents: Apollo Maximus: The Free 3D Human Figure: 2007 Release

Execution Labs raises $1.4M to incubate indie mobile game studios in Canada Canada has been creating huge numbers of jobs in the video game industry. But many of those have been at huge game publishers such as Ubisoft. Execution Labs hopes to change that by creating an incubator for emerging Canadian mobile game studios. 61 Excelentes paginas web de modelos 3D gratis!, 3DMax, Maya Hola buscando por internet eh encontrado muchas paginas q me han servido mucho a mi, todo sobre modelos en 3D ya sea MAYA 3dMAX, Cinema etc. Modelo Formatos: Max, 3ds, dxf, lwo, mb 2 TurboSquid Modelo Formatos: Max, 3ds, oth, obj, lwo, mb 3 Great Buildings Modelo Formatos: 3dmf

Where The Bad Bullets Go: Sine Mora Out Now By Adam Smith on November 12th, 2012 at 1:00 pm. We did acknowledge the port of side-scrolling time-bending shooter Sine Mora a couple of weeks ago, but now that the game is out, perhaps you’d like to see a PC launch trailer? I played the game on the 360th Box and even though my bullet-dodging skills are more like those of a lobby security goon than a KeaNeo, I actually managed to complete it. Although there are moments when the screen seems to fill with pulsing death-orbs, the pace isn’t frantic even when survival becomes delicately poised. It’s a beautiful game with superb boss fights and a daft story, which can take up too much time between sections even if it is endearingly silly. Here’s the trailer. Empire State Building by Google 3D Warehouse 3D Warehouse Advanced Search Sign In Error Download

Why we need to kill gameplay to make better games - The Astronauts We love video games for being video games, right? At least that’s what I thought all my life. But after a reboot of my designer brain happened, I was stunned with the discovery that it might not necessarily be true. I mean, I still like video games when they are video games. It’s just that I love them when they are not. The Creative Process: Indie vs AAA - The Astronauts My name is Adam Bryla, and I am a graphic artist at The Astronauts. Welcome to my very first blog post! Even though this post is in parts about indie game making, it’s not about the fun of going to the movies or Jeff’s together, nor about drinking alcohol during the work hours – i.e. it’s not about how cool it is to be an indie. It’s about the differences between creative work in a big AAA studio and a small indie one. I had a chance to be in both, and I’d love to share my thoughts with you.

Why Crunch Modes Doesn't Work: Six Lessons Why Crunch Mode Doesn't Work: 6 Lessons There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. by Evan Robinson Executive Summary When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. You Have an Idea for a Game – Here’s Why Nobody Cares - The Astronauts I guess this blog post was inevitable. I am sure that it’s not the first or the last post on the subject of wanna be game designers, but I am not sure if we were particularly honest with ourselves before. And by “honest” I mean “brutally honest”. The answer is that yes, we were. Like, here and here. And yet nothing ever changes.

The guide to implementing 2D platformers Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.

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