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DarkBASIC Professional Discussion / More models for free (comercially, too)

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Nazgul
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Posted: 2nd Jun 2004 11:06 Edited at: 11th Jun 2004 19:35
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...

============
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!

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 2nd Jun 2004 11:26
for those which already do 3d artwork, perhaps the most interesting fact of this fact is that...I did not do those above with any of the comercial packages...

Nor Max, Maya, LW...

Nope. The first one was made with Metasequoia LE, like the clint eastwood-like western character... Was my main modeller before I found Wings3d. The martial arts guy and the FPS rude character are made with Wings were totally modelled with Wings3d.

The uv mapping of The first one was made with Lithunwrap, long, long time ago. Lithunwrap beguining times I think.

All the others I think were uv mapped not with Lith, but already with the comercial vesion, Ultimate Unwrap.

In the game companies I was able to continue using them. Took a hard time to convince bosses with quality results, though. Yet though, I prefer Max(and in many cases, Character Studio also) for animation.

http://www.freewebs.com/sysiphus/<--3d fight model there
las6
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Posted: 2nd Jun 2004 11:39 Edited at: 2nd Jun 2004 11:42
Very nice work. I really like the last one (that western fella).

Though you seem to dis your own textures, I think you are very good at modelling and texturing the faces. Cos usually the face is the part that looks wrong.

I think the only thing that looks funny is the proportions. They might be correct, but don't look fit for games. Guess I've gotten used to wrongly proportioned people.

oh and metasequoia is the best modeller I've ever used. Shame you can't buy the full version outside japan.


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Nazgul
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Posted: 2nd Jun 2004 11:52
Thanks for your reply, Las6...

Well, I mean...not that i'm no good texturing..indeed...usually called by jobs for my concept and texturing abilities. As there are more modellers that the companies can grab, here. While I think I useful at the other areas for companies, too.

But the fact is those textures are left in initial stage,yet so, gave em as easier for people to paint over. I own a Deep Paint3d license, but also can paint directly in 2d template.So I solve largely that issue for future skinners

I have kindda worked as oil portrait maker and studied fine arts, drawing 25 of my 31 years... So, yep, faces are easy, hehe

The proportions..maybe I suspect what you mean. Game art has made a bad habit in late years... They made non human cannons an standard.

I learnt proportions with greek canons, anathomy books, long years drawing, very long...you know, eigth heads, 7.5 heads(Policleto's canon)...


but in games is often seen 10 heads, even more!...resulting in large bodies, tiny heads, non human really.

Also, usually ppl make too long arms. I know where the standard human longest finger must reach (in the middle of upper leg) ; often I see gorilla's arms in humans...

Also, hyper muscled guys...more even than a body builder could be...or in a way it couldn't...woman with non gravity-reacting huge breasts

people is so used to this that is logical to expect it for game models.

But I'm all for realism Like in painting.

Glad that you liked them

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 2nd Jun 2004 11:57
oh! another metasequoia user..!

we're very few...I suppose as all status bar is in japanese, help in japanese, no tuts (more than the airplane one) ...etc...

yep, legal use for coemrcial projects... my reason to move to wings...

anyhow, I'm not clear if metasequoia shareware is usable for comercial games...the LE it says specifically it should not, in web site.

But the shareware (which have some features more)...

the fact is having Ultimate Unwrap(or those with max and the free mqo importer) I can perfectly load and mqo file, and indeed, is probably the seamless import into Ultimate Unwrap. It just have all the info from Metasequoia, like if it were opened in Meta...

http://www.freewebs.com/sysiphus/<--3d fight model there
las6
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Posted: 2nd Jun 2004 13:15
yup. it's indeed a nice prog. I also like that I could import files from zbrush to my fav modelling program.

yeah, the LE version is not for commercial projects, but the Shareware shouldn't have that limitation. (plus some of those new features are very nice) But as you can't save in it, it's a bit useless.

heh. As for the proportions... dunno. I think it looks actually bit nicer if the characters are a bit smaller. = legs are a bit shorter and bit bigger compared to your models. It might not be realistic, but it looks okay to me. I can respect that you know the right proportions... just saying that it's not always the best choice.

as with overly done bodies.. well that's something I really don't like. I'd like to keep that realistic. (and that's a look I'd prefer especially on the women in games) Men aren't nearly as bad, but yeah... the could be a bit more normal too.
But really could use some realism is the clothing...


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Nazgul
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Posted: 2nd Jun 2004 13:28
"but the Shareware shouldn't have that limitation. (plus some of those new features are very nice) But as you can't save in it, it's a bit useless."

yup, unless as I told you, you have Ultimate Unwrap, as it can open the only native file mqo that Meta shareware exports... It is then just as if you were working with LE.
Or with Max, a free plugin to import mqo.

The author did not answer my many emails to buy it sending him the money or something.So neither surely will if I ask bout comercial use of shareware version...I think he must be wasted of many emails from people... as no way to buy, while it's a very good thing. Even having a low user base outside Japan...

hmmm...proportion...look..it's basicly 8 heads, or 7.5 (less "nordic-tall character") , and about half height is at crotch. I measured all them to check, and in some cases, I fixed them...

curious, as most people prefer long, long legs...but i did according to that measuring I told you, learnt in Fine Arts and my own books..

But yep, maybe is time to do stuff following the game art trends, even knowing they are incorrect....hmm..nah..too much against my nature

Metasequoia has some features WIngs has not. Like welding vertices. Or stuff like that, vertex level.

Yet so, Wings is a faster builder, better extruder...
If shareware Metasequoia version woul dbe usable for comercial, that'd be great for me...

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 2nd Jun 2004 13:32
the clothing...oh...did not worried about it...where models for leisure, and I don't like much clothing details...too many ppl put it to hide weak anatomy

Some of the at-job models I have are heavily based on clothes per request...

also, the martial artist shirt is so plain and straight as careful boning is later one the one to make that hav wrinkles and behave like cloth..if one is good animating.

But it usually is setup so in resting pose for easier rigging (weights setting, or weights painting)

http://www.freewebs.com/sysiphus/<--3d fight model there
EvilKnuckles 666
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Posted: 3rd Jun 2004 02:31
whoa, dude, Nazgul, r u on a team?

http://esotericbasic.dbspot.com
that dude
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Posted: 3rd Jun 2004 03:40
nice work naz

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
Nazgul
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Posted: 3rd Jun 2004 15:41
Thanks EvilKnuckles 666 and That Dude.

I am not in a group...I have been in some companies as a 2d/3d artist, but now I'm dedicated to a much less fun but stable job thing...

I'm passionate bout all what is 3d...and 2d. Lately got no time, but I'll be back actively in amateur game making world.

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 4th Jun 2004 10:51
erm..just bumping it a bit to say that I will surely remove the files very, very soon, to have more server space...

http://www.freewebs.com/sysiphus/<--3d fight model there
las6
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Posted: 5th Jun 2004 01:22
hey. if you want, I can host these files for you. I have plenty of space on multiple servers. I can also add them to limefly. Though they would only appear in the downloads section and not the gallery.

These are quality models, and they are humans. Such are always needed.

oh btw, I've emailed the author of metasequoia too. (just think of the possible userbase if we both have emailed him!) Never got a reply, though. I'd even be willing to use a cracked version at this point because the author doesn't simply seem to care about anything else than japan.
but... I didn't know you can export stuff in the shareware version! I think I tried it, but it didn't work. I thought that to be normal for save-disabled version.

It even had funny extra features like automatic lighting/shadow generation - used vert colors for that. But it was surprisingly good on levels.


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Nazgul
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Posted: 5th Jun 2004 20:21
hey, of course!

Feel free to upload there. And do not feel forced to maintain the download for ever. Just the time you wish I mean, some people othe rtime thought they had to leave it there for ever And severs change, needs too, etc, etc. Did you already downloaded them?

meta's lighting is extremely good for human face subtle modelling, specially if you configure in dx7. It has much more than it seems, all is generally geared to great workflow... Even so, is easy to pick in first minutes...

Yes, you can save in native format: mqo. In shareware version and in LE one. In le one you can also save as COB (material colors, quads, smoothing info, UVs, materials...(as 3ds, limit in 8 characters name in material names)) , x (vertex and material colors, smoothing info(not sm groups), uvs, material settings... ) , 3ds, and dxf (with quads!) ...among others.

yet though, I prefer plain mqo. As in Ultimate Unwrap it preserves much more info, logically, as is dealing with the native format! Indeed, Ultimate also opens native anim8or static files.

And you can also use the mqo free import plugin.I think there's even an export one.

http://www.freewebs.com/sysiphus/<--3d fight model there
DarkBasic Pro Guy
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Posted: 6th Jun 2004 06:15 Edited at: 6th Jun 2004 23:35
I went to the website and downloaded the files and when I tried to open them this messege came up and i don't know what the problem is. could you help me?

Marcus E. J. Johnson
Nazgul
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Posted: 6th Jun 2004 11:20
some prob with freewbs... I'll see later...

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 6th Jun 2004 19:07
was a problem with main free server, but is back running again..it never had a down time before that i noticed...Maintenance, I suppose. A good sever though with its limits, as anything free, but very stable.

http://www.freewebs.com/sysiphus/<--3d fight model there
DarkBasic Pro Guy
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Posted: 8th Jun 2004 02:01
I tried to open the files in dbpro but dbpro couldn't read them what do i need to open them

Your ugly and your mother dresses you funny
Nazgul
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Posted: 8th Jun 2004 10:25 Edited at: 8th Jun 2004 10:26
They are all OBJ files. An obj file does not store bones or animations.So...these models are for you to load in a 3d package (Max, blender, Maya, etc) , rig them (that is making an skeleton and assign vertices to bones, with weights) , and animate them. What is done for you is the modelling and uv mapping(one of the models needs UVs organizing). And an initiated texture for easier painting.

So, there's no point on trying to load directly into db pro...

Maya opens OBJ files directly. Max needs habware.at/duck4.htm or habware.at/duck6.htm obj import plugins.. (both for max 4/5 and max 6...) ..Blender counts on an external python plugin to import OBJ.
Most converters out there open OBJ.

http://www.freewebs.com/sysiphus/<--3d fight model there
las6
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Posted: 8th Jun 2004 15:22
models are available for download at limefly now..
(I host the files too - so you can take them down if you need the space)

they can be found in the downloads section, but that might require you to register. But that should only take like 5 secs or less if you are familiar with phpnuke sites.


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Nazgul
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Posted: 9th Jun 2004 10:30
Thanks, Las6. The fact is right now I have not need to delete them, but at any time I'll need an important file to be uploaded, I will delete them suddenly. So , thank you.

of course, you can put them down at any time...Anyway, they've been up enough time for those interested to grab them

http://www.freewebs.com/sysiphus/<--3d fight model there
MikeS
Retired Moderator
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Posted: 13th Jun 2004 00:07
Hello Nazgul, by any chance do you have msn or an e-mail address I could contact you with?

My contact:
msn/e-mail: yellow1dbp at hotmail.com



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Nazgul
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Posted: 13th Jun 2004 01:04
sorry, but I never use those things (instant messengers)

hey, I think u wrote me the other day after a long time.

(your email was yellow something...)

I did gave one reply, did u get it? As I haven't recevied any news from u after that...

I hope I haven't deleted any message of you among a bunch of spam ...

I delete it non carefully some times...

http://www.freewebs.com/sysiphus/<--3d fight model there

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