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free models for irrllitch tech demo,or any irrlitch project

Posted: Sun May 30, 2004 6:06 pm
by vermeer
Hi...

I know most people have already these models, but in case not.

This all I'm giving for free at other places.

I'd like though, if used in the demo, or in a project, would be said here so I can track it...

Is not top of my quality, and are unended, some half uv mapped, all untextured or almost.

None is animated. You will have to animate them too.


an old low pol of mine

you need www.7-zip.org free decompressor for this one
an fps game character

last one is here..

www.freewebs.com/sysiphus

..for this one, u need to pack the UVs, scale groups and that.So I'd say the hard part is done.Untextured, so also.




screenies (I insist: those are not textured models, just quick brushes strokes to check uv mapping)

Image
Image
Image

Posted: Sun May 30, 2004 6:21 pm
by vermeer
oh, the files are not gonna be there fo rmuch time, I tend to delete stuff...

Posted: Sun May 30, 2004 7:43 pm
by c_olin3404
you need to teach me how to skin!!!!

Posted: Sun May 30, 2004 8:27 pm
by vermeer
is a profession , can't explain in a thread ;)
(joke)

Wait a month and a half...

If all (my personal life) shall go well, I'll make a rain of tuts 3d/2d over everywhere. If not, I'll keep un-active...
(not joke)

btw, a tip...

grab photos.
(google image search, mayang.com, your own digital camera, your scanner)

pass loads of filters over them. paint over that, use several layers. blend them, play with layers transparency, with layers modes. This can be done with the 3 kings of 2d: Gimp, Adobe Ps, and PSP.

skinning a mesh

Posted: Tue Jun 08, 2004 2:01 pm
by mohaps
Simple way to start...

look at the ms3d texturing tutorial with the Ms3D.CHM file... use splanar mapping but is okay enough to use till you get a texture artist in your team.

problem with UV's

Posted: Thu Jun 10, 2004 3:39 am
by buhatkj
one of the model seem sot not have all of it's UV's?? I imported the model into milkshape, and it only had UV coordinates for the face somehow. All the others are missing or somehow invisible. I am trying to use the UV editor in ultimate unwrap 3d and all i get are the UV's for the face and now the torso. I was messing with the texture coordinate editor in milkshape and somehow it made UV's for the torso now, but that's IT. very frustrating...what am i doin wrong?? here is a link to what i have now:
http://buhatkj.dyndns.org:4242/tempfile ... -nouv.ms3d
-Ted

Posted: Thu Jun 10, 2004 1:35 pm
by vermeer
if ur referring to this what I posted :
(quoting my own post from above)
last one is here..

www.freewebs.com/sysiphus

..for this one, u need to pack the UVs, scale groups and that.So I'd say the hard part is done.Untextured, so also.
needs uv maps reorganizing. Easy . The uv chunks are ALL there. You just zoom out a lot, as they are just outside the Ultimate Unwrap UV square.

Zoom out, and see them, and move them (avoid overlapping, though you'll still be able to select from groups list) , scale them as you know not all the areas need the same texture detail (more pixels in human face) and finally move them and rotate, position them till you have the uv square effciently used...

But i had told , as u see above ; I always tell about that model.

thanks, hopfully i can figure that out!

Posted: Thu Jun 10, 2004 2:56 pm
by buhatkj
thanks very much vermeer.
I'm not a very good 3d guy, i figured i was just using the program wrong, but i had no idea how. I will try that when i get home.
Thanks!
-Ted

Posted: Thu Jun 10, 2004 4:04 pm
by vermeer
don't worry, I either made it very clear. I explained it quickly in a technical way, is like if someone explained me that way something about programming ;)

Posted: Sat Jun 12, 2004 9:14 pm
by Peter Müller
The links don't work :(

Posted: Sat Jun 12, 2004 9:29 pm
by vermeer
heh

I forgot to say I would delete them after some days...My space is limited and I'm constantly reusing it...

hmm...in case some one wants to host them (I also didn't know if there was interests, I use to delete files after some days.)

I mean, it's a mess if I start passing the files by email. If someone wanna host em, I can upload again, and that one host it for comunity, but I have really small space available, and can't keep em longer than some days.

Posted: Sun Jun 13, 2004 6:46 am
by smartwhiz
is there any 3d model painter so that the model can be painted from the view port itself........

Posted: Sun Jun 13, 2004 11:05 am
by warui
There are some of them, but the only one that i remeber name ;) is BodyPaint 3D. Some of big 3D graphics programs like 3ds Max or Maya also supports painting in the viewport (but it's less functional then specialazed programs).

Posted: Sun Jun 13, 2004 12:37 pm
by Peter Müller
If you want, I can host them on my webspace.

Posted: Sun Jun 13, 2004 12:50 pm
by vermeer
Tatoo is free for non comercial projects. Seems very good
I purchased the expensive Deep Paint3d 2, but Tatoo would be my option otherwise, probably (as I haven't tested deeply)

http://www.terabit.nildram.co.uk/tattoo/
http://www.terabit.nildram.co.uk/tattoo ... Tattoo.exe

the comercial version is available for 42$ I think...
Deep3d more than one thousand$...depends anyway in the offer, but seen as lower as 800$.

So , you bet that Tatoo is cheap.If is any good, I don't know.It seems so.
And free projects are allowed.


Body paint is cool :), But I dunno if is exactly a 3d painter, or kind of projection painting window in Adobe photoshop...I think u need Photoshop, also.


Graffitti is free (scroll down a lot this HTM : ) But dunno if ver useful... Use it only to output the texture, as it modifies the object. Anyway, 3d painting is used for that always: load the object and use the resulting texture over a non modified version of the object.
http://www.worldzone.net/games/azrael_d ... O/MAX.html