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Meshbox :  Products :  3D Collection :  Thematic :  Spies in Time: Evil Lairs Volume 1 :  Highlights

The Story of Spies in Time 1967: Evil Lairs
It is the year 1967 - the height of the Cold War. As the Western powers square off against the Soviet Union, malign, occult and inscrutible groups try to play one off the other. Spies leak into Istanbul, Hong Kong, the Carribean, South America - and throughout Europe. Everyone smoked, drank martinis and either drove huge American cars or svelte European sports cars. The is the era of Spies in Time 1967 - Evil Lairs.

The Evil Lairs Series
Meshbox Design's Village series of models are extremely popular with artists and animators. The Spies in Time Evil Lairs Series follows a set pattern:

  • All Internal Scenes. This series is centered around personal, interior scenes where villain's plot the exploitation of the masses and the downfall of the west! Users of e-frontier Poser should have no trouble at all setting up personal confrontation scenes using their favorite characters.
  • Groovy Again. Like the decade before it, the 1960's saw a unique architecture and decor - Evil Lairs are not only thoroughly evil - they are evil in a way that can only be imagined in the 1960's!

The Models
The series includes the following models...

  • Spies in Time: Evil Lairs : The Villain's Dining Room. The perfect abode for everyone's favorite American, British or Soviet spy to wine and dine with the enemy himself! This villain's dining room is furnished in mod 1960's furniture, with a hint of asia and plenty of stolen art on the walls. The dining room is clearly submerged, where the hollowed out volcano reaches below crashing waves of the south Pacific.
  • Spies in Time: Evil Lairs : Undersea Getaway. A final hideaway for evil villains of the Cold War is the undersea submerged observation building. This one is coated with algae and more than functional. It has a working airlock system, a pair of bunk beds, engineering room, and of course, a command center with a groovy red leather seat and a technology console for controling the lair. Unbolted from the sea bed, this undersea getaway is a perfectly working submarine!
  • Spies in Time: Evil Lairs: The Chess Match. The international chess match - ostensibly a cultural event of no political consequence, many senior agents and spy masters and double agents attend such events to share information, pass secrets and even plan assassinations! The Chess Match is a beautiful, elegant European style hall as portrayed in spy films of the genre, with gold gilt furnishings and an elegant chandelier overhead.
  • Spies in Time: Evil Lairs: The Evil Boardroom. The evil boardroom - who will be there? You can find: turned agents, mafia, evil organizations playing west against east - even the illuminati! This room of highly polished wood features broad, open windows and walkway for henchman above. A steel framed euro style open fireplace is available. Villains plot world domination on a world map (or a globe found nearby) and a high tech overhead projector can display images from the rogue satellite. Each spot on the table itself sports a late 60's high technology panel for nefarious purposes.
  • Spies in Time: Evil Lairs: The Nuclear Control Room. At the heart of any evil genius' lair is a nuclear control room - the heart of darkness from which the nefarious provide power for the devices they use to keep the world hostage. The nuclear control room includes a cooling assembly area with a control computer on a suspended steel walkway above. Along one wall is a long stretch of memory banks. Several workstations include state of the art technology. A simple lightbased system warns of a nuclear melt down impending - provided a hero locates the mechanical wheel needed to raise the rods from the cooling area.
  • Spies in Time: Evil Lairs: The Modern House. The Modern House is an modern marvel built up around the living stone of the grounds. A driveway wraps around house and leads right up to a ramp into the house itself. A small swimming pool is nestled into the interior. Enjoy a refreshing beverage at the bar or relax on the plush furniture - including the fabulite round bed, right in the middle of the room! The Modern House is a villain's getaway - outside Las Vegas, Palm Springs or even somewhere on an uncharted island.
  • Spies in Time: Evil Lairs: Torture Chamber / Prison Block. Deep in any diabolical organization is the combination of prison block and torture chamber. Here, using the latest in modern evil technologies, evil organizations extract information from enemy agents. The prison portion includes several holding cells with computer controlled locks - a nearby action alert meter shows if any escape attempt is in progress. A modern, computer controlled laser chair lets evil minions apply pursuasion with laser like accuracy. An old water torture device is always available for nostalgic sake.
  • Spies in Time: Evil Lairs: Baccarat Casino. The first meeting - the casual flirtation with the mistress of the Evil one. Or a meeting with an unexpected ally. The game of Baccarat originated in the middle ages yet the elegant and the dangerous play it in the casinos of the French Riviera to the darker venues in Cuba. The Baccarat Casino is complete indoor scene. Walk in on the red carpet, buy your chips from the teller - enjoy a cigarette. Overhead is a lovely imported chandeleir.
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