Sorry, but in last post bout free models I noticed people here is in need of free models(have no time to make new ones, but can share these)...I have always one (unended in mapping and texturing) in my sig, but never posted here the other two...are not at my skill level, as made at home lazily, not made-at-job stuff.
But anyhow, seems can be of use for you. All these 3 are free to: modify, use, make comercial games with it, include in engine tech demos. What I just don't allow is including in a collection of models to sell or selling the model isolatedly. I give no rights for this. But for making comercial or free games, modifying the mesh, (of course making textures, as those strokes are not textures) redoing the UVs, or ending them in one of the cases (of course) ...they are not rigged nor animated. But imho are quite more advanced than typical human prefab.
Sorry, too lazy to write details stuff again, an das I posted this in other comunities, I'm just pasting the info again here. Needda read it, is important...sorry the length... :
I have a problem to keep em for much time, I am all time deleting stuf from my server for lack of space, so, those interested, hurry on downloading...
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Hi.
I don't know if I have put this link before.Today I registered, before I was one of those dozens of "guests"...
Well, I'm a 3d modeller, animator, texturer and concept artist.Now not employed though very busy.
I give it totally free for making games(comercial or not). Or engine tech demos.
I have given them away in other places, so beware if you don't want to be similar to others.You can always change the textures or modify models a bit.
If someone else of any project here wants to make use of them, is cool for me, after all I gave them free a while ago.
I list now some details you may wish to know to see if they fit you.. Sorry, i can't spend time in animating or ending uvs or textures now.All of them are WIPS, but advanced enough to be quite useful for you all.
1) - The older one.One of my first 3d models (don't be too hard or cruel with it, I almost didn't know how to model then) Was for a Street Fight made in 3d, but with other characters, not the Capcom ones. 1427 tris, quite low pol these days. The texture is just started, pretty crap. Do it your self. The modelling is more or less correct, I think more than usual free models, and the uv maps are ok.
UVs with some painted dirty scratches over, mainly to see no bad distorsions happening in the UVs, this is NOT a texture
NOT HERE ANYMORE; SPACE NEEDED...
2) - A model thought for an FPS game. 2000tris aprox. As with all, modify it as u like. Was inspired in a mix of a roman gladiator, and some distant resemblance of Sarge, the quake 3 character (that one happend to be quite near to Clint Eastwood, mine not) IMHO, its modelling is good, its uv mapping also, or enough, but the texturing is almost only started. Once again, doing your own skin will avoid seing loads of models just the same and with the quick strokes I put pretending it is a texture...
I included : The base initial texture stroke, so it's easier for you to paint over it. A uv template texporter style (done with Ultimate Unwrap) in case you want to start anew. 3 crappy, crappy, crappy weapons, I made the 3 of em in a single small after lunch, so u can imagine the "quality" ...just did a rough BAD uvmappin of one of them. Even included another uv template in case someone is as crazy as to use the weapon.
This one had a full set (or almost) of animations made in Character FX, and could be used exported as x file, or by OBJ or 3ds frames, and loading with interpolation, or just building an MD3 using npherno md3 compiler. I did not include the files because this is not possible: The x file gets like wrecked internally during export. Is a coding thing, who knows if a bug in Character Fx. Imho is related to the mirror bone feature; in the models in which I did not use this, animations are perfect. This one has all its anims wrecked for this reason

Still, Character Fx is the best animator out there for games, that export in x format. The md3 thing can't be done because... I am not totally sure, but i think models exported in any format other than x, get a geometry crack, a seam, in the frontier between two UV map chunks. And imagine fixing one by one all the keyframes needed to make and md3 set out of the set of character Fx animations...picking OBJ per OBJ and fixing...not me. If not, I already tested, the md3 thing works, but get unwelded, and ugly. I pretend the files to be seen as good as I made them... artist paranoia.
In md2 direct export, it happens the same. Besides, in 2.000 tris models like this, md2 puts ugly deformation, noticed in face.
So, sorry, wont pass you the animations..It had run, run with straffe, firing, die, jump vertical, jump running, duck, some small iddle. Some small breathing. No walk cycle.(it was pretended to just run all the time :rolleyes
NOT HERE ANYMORE; SPACE NEEDED...
1 MB and a half.
is in format *.7z. You will need the compressor (is free, open source) here : www.7-zip.org Sorry, was the only way to make it that small with the BMPs...
3) -A martial arts guy, (~2000 tris) but could be any FPS player,(or the type from gta vice city, though this is slimmer) or any type of game character.If you're average at 3d, feel free to remove the floating shirt.(if ur kickass, u can animate the shirt...if ur so good why are you downloading this then?

) I made it as I am able to animate it realistically by careful bonning,(ingame it never looks so flat, is just the pose for easy weighting) but even knowing how to, it takes much more time. I just wanted to make cool effects while making kung fu jumps an all. A pitty I have no time.
This model is the more rushed of all, but also the more recent.So, though is quicker done, I have more skill, so quality should be better than an older rushed models

This one is the only of the 3 to have individual fingers, not the typical FPS old model, as they only had to wear the weapon.
The bad news is though the main uv mapping is solved for you, you will still need to compose it a bit. I mean, the uv groups are done and uv mapped. You only need to place(move) them inside(now it's outside of it) the texture square space as you wish, trying to use well the space, and of course, scale each as you will want, for example, face have more pixels in texture that the sole of the shoe
The zip file(alog with more shots) is in this site, I wont direct-link...It's a very good free provider that worked well for me and dont wanna upset them direct linking...:
www.freewebs.com/sysiphus
I have 3 much better models that can't give, as they're being used in projects that paid or similar.
(for example
(~2.600 tris. You are not seing the hat I made (made apart as would blow with jumps, shots, physics applied) which was I think 150 tris.(and quite convincing so low poly

) This all was th eut2k3 version of mod. Ut1 version I made the first person view hand,(and a face skin) 260 tris.Those renders are the model NOT subdivided. Just the 2 thousand and a half tris )
Can't give this as was for a mod.
And of course, can't give those I made in jobs.
Indeed, I think my best one(a woman) I can't even show..
But imho, this offers are not usual.

Hope someone makes use of them.
PD: OH! the zips wont be there much time, I keep deleting stuff often...I think I had to tell...
Enjoy!