License: This is licensed for commercial or non-commercial use.
Concert Stage created in Blender. Comes complete as one single object and one UV Texture Map (15MB 6144x6144). Original Blank UV Map also provided. The object is 257mb in size when unzipped. Has only been tested in Blender software as an object. Basic texturing shown in images with no extra lighting or nodes used. Any issue with model then please let me know and I will try and fix. Any comments on where model can be improved are always welcome.
3dforward 4:00PM | Tue, 07 November 2017
[You can view the 2K resolution version here:](https://bw-1651cf0d2f737d7adeab84d339dbabd3-gallery.s3.amazonaws.com/images/image_2780312/b6419f1de6fc952d9217ce9904e5509b_original.jpg)
3dforward 3:45PM | Tue, 07 November 2017
Best stage model I've seen. Brought it into DAZ Studio and created a bunch of material zones using the geometry editor. I wanted to be able to give the scaffolding an aluminum texture and wanted to create emitters for the LED panels and spotlights. I've got a scene file I could share if the author allows it. I've attached an Iray rendering that shows what you can do with lighting and a little bloom filter. The scene is pretty much lit with just those emitters and 6 spotlights. The HDR sky adds a small amount of ambient light. ![Concert Stage 02.png](https://bw-1651cf0d2f737d7adeab84d339dbabd3-freestuff.s3.amazonaws.com/comments/comment_70983/file_a5e00132373a7031000fd987a3c9f87b.png)
woodkz71 4:40PM | Sat, 04 November 2017
Darkwes - Have you tried using the UV Map to select the mesh areas you want to separate. If you do selections in wire mode it should speed up your system. Is there any particular area you want to separate and I will upload onto the freestuff. Thanks for downloading and thank you also to everyone else for the comments, much appreciated.
Darkwes 11:15AM | Fri, 03 November 2017
Looks very nice. I've been trying to split the mesh into smaller parts with no luck though. Blender hangs forever while trying to separate it and I can't use the single mesh because it has too many vertices.