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Mount Everest

by iteration2 Jan 7, 2013
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the file is way too big, sorry but i will not spend my time on it.

Well... dang :(

Whoever you are, I'm heartbroken that you won't spend your time on printing this thing I uploaded 3 years ago, but I accept your gracious apology.

On a serious note, though, I know it's a very high poly-count model, but bandwidth is cheap and I wanted the model to be scalable for large printers without losing detail. NASA made the effort to give us high-detail topographical data, so it'd be a shame to throw it out just to save a few seconds on download time, or a few minutes on slicing.

You could perhaps include a lower poly version as most people do. I could make a remark designed to direct negativity your way as you have done here, however I am learning to love my enemy as Jesus told us, so I will pray for you instead. Please don't take this the wrong way; I mean it as a blessing for you.


Negativity? I made a tongue-in-cheek response poking fun at the implications of entitlement in the way you worded your complaint, and then also provided an acknowledgment of your point, along with a reason for why I made it the way I did. If you think that makes me your enemy, then perhaps it's not me you should be praying for.

Peace be with you, sir.

Well, regardless of who is right or wrong or what was said or not, I feel in reading my original statement that I made the first offense, so I would like to take this moment to formally apologize for that. Your response is for you to deal with, not me, and I should not have provoked your response. Besides - hey, we're both 3D printing enthusiasts right? Let there be nothing to quarrel about!


Can you make a stl from anywhere on the earth from this site? Could you post a link? Thanks!

Most places. The SRTM covered all land areas between 60 degrees north and 57 degrees south latitude, though there may be other sources of topographical data for those areas.

Getting the data and translating it to a 3D model was a bit of a process. Here's a tutorial:


But instead of importing the image data into an Unreal map editor, I imported it into Lightwave and used it as a displacement map on some highly subdivided geometry, and then exported the results as an .obj file into RepG.