The VG Resource

Full Version: Filler's random models.
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4
I could not find it in the Banjo-Tooie setup viewer, not all the models are currently available (I wanted t do Welder, but I could not find a model for him).
Quickly ripped this up while bored.

[Image: Y7xj4K2.jpg]

Arms are posed oddly, though.
Anyone in the mood for spoops?

[Image: Sdp3k3l.png]

UVs on the keys were annoying to fix, also, the odd miscolour on the black spacing on the top side of keys is intentional, is like that in-game.
Awesome!
My goodness, this was frustrating to get right.

[Image: Le2ySvV.png]

Was it worth it? I guess.

EDIT: Can someone help why Blender doesn't import the DAE right?

Meshlab shows this, aside from the lack of texture transparency (issue with program), it's fine. This means the export SHOULD of worked.

[Image: tvqDU5J.png]

While Blender is only importing the vertex shading.

[Image: QT0uRQ6.png]

Test DL below, still pretty rough.
Blender when importing DAE files doesn't like it when you try to merge the separate parts together.
in fact, losing the uv mapping in general is why I hate DAE format models and hate working with them. Sure Rigging's intact but that's at the cost of losing uv mapping. I suggest saving it as an obj file to be able to merge them together and transfer the rigging if any from the 'dae' copy
I can't really save it as a .obj

I would lose the vertex colouring, and I think .DAE is the only filetype that has vertex colours that this site supports.
Hey awesome! Your HAG-1 Model finally got put up! Are you able to rip full Gruntilda? I'd like a model of her and Klungo most!
I really love N64 models. You're doing awesome work.
I have 2 more BT models planned. But I might do some more.
So a really nice, detailed Romhack of Super Mario 64 known as "Last Impact" came out, and there's tons of original, custom models.

But there's one major issue: The creator of the hack edited Mario 64's display engine, and this makes ripping models harder, as the VRML export expects it to run like normal Super Mario 64, but it doesn't understand the edits to how it's drawn.

This makes textures hard to rip, so I had to do this manually. So, here's the water jetpack from Sunshine, in Mario 64 style. Thanks to the hack.

[Image: dD5kPVp.jpg]
[Image: hkO3aew.png]

Heave-Ho from SM64. Textures were hard to rip. As I had to fix the UV mapping.

Also, now reducing texture filtering on N64 models, as on large renders, they look pretty bad when fully filtered.
That's quite a "Dreamworks Face" he's got there.
The whole level of Wet-Dry World (Town included, can't be seen in render) from SM64, because I can.

[Image: tppmvG9.png]
Found out how to rip maps from the original Half Life.

Let's just say.... they're HUGE.

[Image: gWPyvyz.png]
Pages: 1 2 3 4