Free Models and Media / Spudnicks Free Media

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spudnick
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Posted: 1st Jan 2015 21:07 Edited at: 12th Apr 2015 15:16
From time to time i will put Free items here for all to use and you can use how you wish,
Im learning modelling and texturing so will post my art work here for all do judge and get feed back.

Software that i'am using for modelling is :
Blender 3d which is free And 3D crafter 9 that was a free gift from TGC for texturing and Gimp which is also free for creating artwork IE: creating A/H/D/N/S/I/ texture maps.
im no cheap scape as I have Imageworks, Solidworks, and many more but have found these to be more simple


Please don't Claim rights to my work that's all i ask
A bit of credit

Thank you

Contents in this post

1. Brick Wall
2. Wooden Hand rail
3. Rocks x30
4. Arch with worn cracked texture
5. Marble Fountain
6. Brick Tunnel
7. StoneHenge
8. Army Tents
9. Stone farm wall
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synchromesh
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Posted: 1st Jan 2015 21:08 Edited at: 1st Jan 2015 21:09
you must supply a pic or it will get closed
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spudnick
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Posted: 7th Jan 2015 21:41
Here is a wooden Hand rail

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spudnick
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Posted: 7th Jan 2015 21:57 Edited at: 8th Jan 2015 18:54
Rocks and lots of them ok there is 30 off weather worn sandy texture rock formations in this file

Enjoy

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J_C
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Posted: 8th Jan 2015 16:11
@spudnick

Those rocks really rock...they are so good..
and I also love the Stone Column..
Thanks for sharing and have a Happy New Year...Cheers
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synchromesh
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Posted: 9th Jan 2015 20:23
Some great and handy stuff there spudnick
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spudnick
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Posted: 11th Jan 2015 20:38 Edited at: 15th Mar 2015 11:59
Here is an arch with worn cracked texture
I have updated the texture on the model as previous one was not that good

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Pirate Myke
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Posted: 12th Jan 2015 12:52 Edited at: 12th Jan 2015 13:58
In milkshape you can import direct x file by using the routine under the tools pulldown, there is direct x mesh tools.

This will bring in the xfile, then you can export it to .obj format and import it to blender.



Here is an xfile viewer that will export into .obj format. maybe this can assist you.



http://assimp.sourceforge.net/

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spudnick
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Posted: 15th Jan 2015 11:49
Thank you myke.
Will try when I get back home.
Just wish TGC would of changed from .x format to sonthing more versatile like Collada
I tend to try and use 3d crafter 9 but its very unstable and crashes a lot.
I do Like blender but new version has done away with .X import.
Anyway I will spend more time learning milkshape
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Scene Commander
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Posted: 16th Jan 2015 07:53
Quote: "Just wish TGC would of changed from .x format to sonthing more versatile like Collada"


There are plans to increase support for other formats, which these will be and when is still undecided, we however won't be drop .x support.

SC

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Pirate Myke
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Posted: 16th Jan 2015 16:36
Really. Nice.

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spudnick
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Posted: 18th Jan 2015 16:49 Edited at: 18th Jan 2015 21:30
Sounds very good Scene Commander.

and i also agree on not dropping the .x format either as so many models has already been made.

Just would be nice for 3d software developers could add proper import and export plugins, as some only allow import of .x files and some only allow to export.



Anyway good to here this news

Oh i have updated the texture on the arch model so looks loads better.
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spudnick
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Posted: 28th Jan 2015 21:42
Here is a fountain with smokey marble texture.

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Super Clark
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Posted: 19th Feb 2015 07:41
Thanks for your work matey.
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spudnick
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Posted: 3rd Mar 2015 21:58
Hi all here is a part of a tunnel system im working on.
the tunnel when joined together has a champhered edge as to look like there is steel and brick work joins.

Enjoy.

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Pirate Myke
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Posted: 3rd Mar 2015 22:53
Very nice indeed. Great stuff.
Thanks for giving it away free.

Community helping community. Nice.
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spudnick
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Posted: 3rd Mar 2015 23:58 Edited at: 4th Mar 2015 17:10
thank you pirate myke for your compliment.
I did create a textured floor then thought , hang on people can paint their own floor or make it bumpy or have water.
So I created a cylinder and sized it and chopped 1/3 off then champered the ends. But if you look at the model it is over sized on one side. So when using water that's not to deep then you get a shallow water without the model going silly when editing uneven ground,
Well it seems to do the trick for me instead of having a full cylinder with half sunk into ground.

Have a play around and see what you think .
I am going to make bends and junctions and storm holes. But at the moment I'm trying to master texturing as think its the hardest part of models.
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Super Clark
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Posted: 4th Mar 2015 09:14
Thanks for the Freebie spudnick
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spudnick
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Posted: 10th Mar 2015 23:44
Almost finished texturing this but its giving me head ache as can only UV one side atm

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J_C
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Posted: 12th Mar 2015 15:56
Thank you once again Spudnick...

My Spudnick folder is filling up quite nicely...
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spudnick
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Posted: 14th Mar 2015 00:29 Edited at: 14th Mar 2015 23:03
Hello everyone.

i have spent all day making this and texturing it and look rather nice, 95 % of the stone are unique,
Meaning i created them differently so as not to look uniform and to give it an older look for thats what it is,
Darn old lol
This model is -
Stonehenge and is a prehistoric monument located in Wiltshire, England, about 2 miles west of Amesbury and 8 miles north of Salisbury.

there is one glitch i have found and think its due to the game engine, and that is you can walk through some of the large stones, but not the small ones.
Anyway hope you all like it,
Edit:
There is 2 zip files the Stonehenge.zip has just a texture to it and the Stonehenge HD has main texture along with D/N/S textures.

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Pirate Myke
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Posted: 14th Mar 2015 00:43
Wow, that is off the hook. Great texture job.
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spudnick
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Posted: 14th Mar 2015 10:12 Edited at: 14th Mar 2015 18:50
Thank you myke, have you downloaded and installed to get better look

just need to fix the problem on large rocks and that is you can walk through them, but small one you cant, as i have no idea why as the model is set to static.

Edit:
As not to clutter up post.
ok I thought to try the GG import tool as I manually imported so I have tried all methods using the import tool of GG and collision does not work correctly, either stops you going close to stones or walk though all, even tried moving the collision parameters.
the model works ok in another engine as just tried it, so I guess this problem could be a software bug,
So more playing about until I confirm this problem.
if anyone else has a fix or idea then let us know please and thanks in advance.
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synchromesh
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Posted: 14th Mar 2015 18:14 Edited at: 14th Mar 2015 18:25
Fantastic Spudnick

One for GameGuru files if you don't mind
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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cybernescence
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Posted: 15th Mar 2015 00:30
That's amazing spudnick - thanks.

Attached is a refreshed .x that seems to work OK re collision.

Cheers.
spudnick
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Posted: 15th Mar 2015 11:38
Thanks for Cybernecene

Quote: "Attached is a refreshed .x that seems to work OK re collision.
"


I cannot see the attached file
will be nice to try out and then amend the download files.
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cybernescence
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Posted: 15th Mar 2015 23:23
sorry, tried again - hopefully attached this time.

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spudnick
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Posted: 17th Mar 2015 21:27
Thank you for trying cybernescence.

the model has good collision but half the stones are missing so
all the stones from the top and a load from the ground have gone.
What did you change to make the large stones collision to work. as dont know.
cheers buddy.
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Pirate Myke
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Posted: 17th Mar 2015 23:07
I will try these now.
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Pirate Myke
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Posted: 17th Mar 2015 23:26 Edited at: 17th Mar 2015 23:28
The one thing I see is that fragmotion shows a more the 65000 vertices error.
And that may be causing most of your grief.

Can you email me an OBJ or an FBX of you model, and I can see if the meshes doubled or what.

Try attaching these all together as 1 object and then perform a weld operation at 3mm and see if that reduces the vertices count, making it possible to see all of it and have proper collision.

Or

Split the model in pieces based on the stone radius and have 3 objects make up the total structure, all with the same insert point. This will ease the work the engine has to perform also. And reduce the vertices count Down per object.

I also noticed in your FPE files that in real life these are 300% smaller then what is shown in the editor. Sometime collision errors can occur like this also. Maybe have them come in the editor at 100 and then scale them up there. Or just upscale them on the export, if your exporter has that option. If not then, Scale them up in the model program instead.

But I am going to go with vertices count on this one I believe.

Let me know if my hunch is correct.

Thanks
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spudnick
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Posted: 18th Mar 2015 17:13
Hi pirate myke,
Yes I did have a scaling issue as made it big in blender then when I inserted it to GG it was really small like a miniature model so hence I upted sized in the fpe file as a quick option thinking nout off it,
So later today I will try the ideas that you have posted,
Most appreciate your time if I don't succeed then yes I will post you file if still OK to, and thx
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vrg
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Posted: 19th Mar 2015 16:07
Thanks for the great objects
bburgess
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Posted: 21st Mar 2015 10:31
Yes thank you very much!!
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The Storyteller 01
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Posted: 21st Mar 2015 13:35
Congratulations on the Stonehenge model, it's one of the most impressive models for GG so far.
In case you find my grammar and spelling weird ---> native German speaker ^^
spudnick
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Posted: 21st Mar 2015 23:39
Why thank you , The storyteller.

I'm still learning on how to model, it was easy as just created cubes and stretched and extruded and beveled the edges, the hardest part was doing the texture
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spudnick
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Posted: 29th Mar 2015 15:22 Edited at: 29th Mar 2015 15:30
Hello All.
Here is a few Army Tents for you to hide in lol
Contents in this zip file
1 x Camoflauge transparent Tent
2 x Combat textured Tents

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spudnick
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Posted: 29th Mar 2015 16:41 Edited at: 29th Mar 2015 21:44
And here are 6 more variations of Army and Camoflauge tents
edit, i forgot tent 13 so here it is

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Devcore35
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Posted: 29th Mar 2015 19:59
Thanks you !
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spudnick
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Posted: 12th Apr 2015 15:34 Edited at: 12th Apr 2015 15:44
Hello everone
.
Here is a high detailed Stone wall,
as for the top of wall it has a flat centre to allow plants extra to be placed on it so you can make it look more realistic to your scene.
the sides have been extrude around certain stones to give higher detail of rough/aged stone work, as to many walls that i have made or seen are made flat and then textured.
also the top of the stones have alpha to it so you get to see between the stone work.
well have a looksy and give feed back, as im going to make buildings in the same way then hopefully be able to clime up walls like in ASC3
also i have shown a mesh picture so you can see what detail there is in this model.

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Pink Panther
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Posted: 13th Apr 2015 17:18
Thank you! Very nice
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