Published on October 21, 2011

License: CC Zero

491 Downloads

Blender 2.59

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23 Megabytes

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A pretty detailed model of DS9 for those ST geeks out there. Model on Layer 1, Lights on Layer 2. All details modeled. Warning: This is a large file. Polycount is over 700K. Probably not suitable for gaming.

Could still use some work... would love to see what you guys can do with it. Use freely... don't need credit. Enjoy.


Comments:  

That's fantastic !!! I love DeepSpaceNine. Thanks !!!!!

I'm going to be a Trekkie nerd and nitpick :D

  • The exhaust cone at the bottom could be a little longer and the section above it flatter.
  • The 3 docking ports where the pylons meet the ring need to be wider; they're different from the others.
  • The observation gondola is missing from the docking pylons; it goes on the inside surface just behind the clamp
  • The antenna cluster from the top of ops is missing
  • Give the Promenade physical windows
  • Fill the holes in the tips of the small pylons
  • The cutouts on the top of the outer ring should be mirrored on the bottom
  • The cutouts on the ring and pylons don't actually go that deep; but it kinda works.
  • Name your objects!!!
  • I might model the whole thing to scale
  • It might be nice if the small windows were modeled in (for close ups).
  • Baring that maybe unwrap the model and use a normal map to get some depressions for windows.
  • You might want to consider reorganizing the mesh so that the parts are more sensable; e.g. each ring a separate object, each pylon, the core

I'm being nitpicky, but it's actually a very good model. Thanks for sharing.

Wow it is very nice to see full ,five stars go to a scifi model , My favorite episode is far beyond stars .

@ Atlantisbase:

You're right, of course... in addition to what you said, I can think of several dozen ways in which my model deviates from the one on the TV show. A few examples:

  • I put no windows on the exterior of the docking ring
  • There are large elevated sections which are supposed to go over the habitat ring from the bridges
  • The mechanical portions (docking ring and pylons) are not true to the show
  • The exhaust cone is suppose to have a latticework frame around it and red vents
  • There should be more windows
  • There should be more detail on the interior of the docking ring
  • There are details missing in several places from the crossover bridges
  • Much of the bottom is missing the details of the top
  • The weapons pylons on the habitat ring are not true to the show
  • No physical lights are modeled for each of the halo light particles
  • There are three small connecting bridges between the core and the docking ring that are missing

Those are just a few... the list could go on forever. There is a reason that I modeled it the way I did, however (in six sections). If you work out the basic geometry of the station, you realize that you only need to build 60 degrees of it and then mirror/rotate to make a complete model. That's actually why I chose DS9 over, say, the Enterprise... I'm lazy:) Sure, I could have joined and re-separated the meshes... and named them... and put different empties out there to hold related parts... and done any number of things to clean up and make it professional. I'm sure I would have done so if I were charging money for it...

But hey... it's free. Feel free to fix anything you see as being wrong and repost it! I'd love to see what you can do with it...

wow looks really great, thanks a lot, i just wanted to ask you, i am running blender on a i7 2630QM laptop 4 cores, 8 threads and 8 ram and 1gb graphics card and usually when i have meshes of around 500000 to 800000 my navigation and selection such high poly meshes goes really slow, like to select your dp9 mesh takes like a couple of seconds, i was wondering if this is normal that my computer can't handle high poly count meshes, but the strange things is that when i have such hi ply meshes in blender actually my cpu and gpu meters does not really move much and it seems that my laptop can take more than blender has me believe. do you have this problem to or you know some one whom has also this issue.

bye

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Perfect, you can make this Spin at a low rate if you higher the frame rate and you can make star ships fly out etc

Unusable for gaming. Way to many verts and (millions) faces. Unefficient mesh topology. Bump mapping could have been used for the lots of details, lightmapping for the 30+ lights.

Everything you say is true, but I would point out the following:

1.) It's one of the first models I ever built, so you gotta work with me:) 2.) I didn't build it for gaming, and I even said "unsuitable for gaming" in the description. 3.) There are not "millions" of faces - it's about 700K, and I mentioned that also 4.) There are a lot more than 30 lights... and yes- it could be more efficient. See #1.

Despite the shortcomings of this model, I thought someone might like it. If you don't, that's fine... feel free to upload your own models (I see that you have not shared any blends at this point).

Thanks.

-Chris-