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Please tell me how you do this.
@sutinoer.

I used Crafty, a Source/Goldsrc map and model viewing tool. Models can be exported from their .bsp to a common model format. But I had issues with Source maps, Goldsrc worked fine.

Link to tool
[Image: whxVgoI.png]

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Complete overhaul of my last Half-Life alpha Barney model rip. I actually bothered to make a custom T-pose from the model's bones (The default pose is in a poor postured hunch, used it on the icon render). I also fixed many rough UV mapping issues I did. Of course, I massively reduced texture filtering on renders, since they look nasty on low-res textures to me.

I will post it when I convert the textures into PNGs, an to edit this post with the model will be uploaded here, then.

EDIT: added model for DL.
Some HL1 stuff. Since I have too much free time.

[Image: ullRtT4.png]

HD Pack shotgun, both in Opposing Force, Blue Shift, and the original game. Note: All you see in-game is the whole model. Valve/Gearbox cut up a-lot of the model to save space. Meaning the other side is empty and non-existent.

[Image: VRIVtxg.png]

This weird penguin from Opposing Force.
Piano thing from DK64, mostly ripped it to improve on my icon rendering skills.

[Image: 9yZtqGX.png]

Download is below.

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Mad Jack from DK64. There was A LOT of textures I had to organize around.

[attachment=7230]
More DK64! These models are hard to rip, but the feeling of making renders with them makes it 100% worth it.

[Image: kC1P0Tk.png]

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Looking great! I don't know why I assumed this would be a tough game to rip.
1964 Ultrafast (the emulator I use to rip the game) is prone to crashing on DK64 for unknown reasons. I could use a different one, but I'm sorta lazy. Mostly my fault, really.

Models are also difficult to rip, as you need to find a pose that works fine for a T-pose, and without the issue of model bones glitching out (Some emulators like Bizhawk don't glitch models, but you can't rip models with it). Gamehshark codes exists for image modifiers to give T-poses, but there was some issues with it for me on Mad Jack.

On the models themselves. Bosses use large amounts of textures, and they need to be converted from BMP to PNG. I also number them for it to be easier to organize.

A DK64 model viewer does exist, but the creator of it hasn't updated it in awhile.
(07-05-2016, 05:12 AM)Filler Wrote: [ -> ]The worst thing I have ever ripped in my entire life.

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And before you say it, you might as well spam the song's lyrics, too.

tbh the great mighty poo's model is kind of... "SHITTY" *ba dum tsss* B)

SOMEONE PLZ GET TATTLETAIL ONTO THE MODELS RESOURCE Surprise
Introducing the first Blast Corps (US)/Blast Dozer (JP) model on this site (when it's approved!)

[Image: MoFw9m7.png]

Download below before it's approved.

[attachment=7269]
Thanks to the tools here, I got Zelda OOT models ripped and rigged properly by game standards.

[Image: BmAflsJ.png]
  • Model has been T-posed correctly so that it didn't destroy the weights, so it's rigged accurately.
  • Textures have been ripped properly (I ripped the textures the importer couldn't find myself with VRML rips)
  • Export for Blender use
Dunno how to export to DAE, so if anyone wants to, they can.

[attachment=7554]
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Toy 2 model rip I did awhile back. This was from the N64 version, and I want to get the models off the PC version so I can have them rigged and such, but I'm still confused on the file types. It's probably the scariest Buzz model I've ever seen.
[Image: QiB3ECh.png]

Yo! Noid 2: Enter The Void - The Noid

This model was somewhat of a pain to rip. It was my first Unity model rip, and I didn't really know what I was doing. Either way, happy I got it ripped.

Download below, since it'll take a bit to be on TMR.

[attachment=7692]
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