Highly detailed aero/space superiority fighter escape pod with detailed cockpit. (full cockpit ejection system) Cockpit uses detailed maps and controls, modeled partly after real aircraft instruments. Can be used as a mecha head, or as a cockpit of a realistic aircraft too.
Original design, never used elsewhere. Most parts of this escape pod comes from my another model, the Hornet Space Superiority Fighter. This is basically the same as the Hornet's cockpit with some plus detail added. The cockpit's instruments, handles and seat can be easily separated from the frame, and used in other airframes.
The original model was made in Lightwave 3D 9.6/11.5, other versions were converted by Deep Exploration 5.5. There are two versions of this model for Lightwave, one with mainly procedural textures (87981polygons), and an other with high resolution UV mapped body textures (196930 polygons). Cockpit controll always use high resolution UV maps. Due the limitations of conversion, any other versions than LWO uses UV maps. I recommend using the LWO whenever possible.
The procedural LWO version also has the ability to change paint schema to other color or camo. The materials used in this model make heavy use of reflection and gradients, so take this into consideration when using with many lights. Insignia, numbers, or other markings can also be changed by simple image replacement. This version is best for higher quality stills or animation.
The others are UV mapped versions, where I burned the planar textures with most of the procedurals into UVs. These UV maps are huge, but they make procedural evaulation unnecessary, speeding up to rendering. The UV based LWO variant still keeps most of the gradient based refrections, but other formats are lacking these. If you want to reproduce the original for example in 3DSMAX (which is surely possible), feel free to ask me about the material composition of the original; I'll try to help with some detailed description.
UV mapped variants can be used for games, however they are a bit too large. Reduce polygon count by erasing some detail of the cockpit and scale down the UV maps. (especially the internal structure; might be useful to completely delete this map).