Free Models and Media / smallg's free models

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smallg
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Posted: 16th Sep 2019 20:40 Edited at: 7th Oct 2019 16:41
just a place for me to share my learning experience with making models in blender
*it should go without saying but these models are free to use or edit for your own game projects only - do not upload or share as your own (or my) work without permission the models outside of a game project and any models with copyright media are the property of the respective copyright owner*
1. jacko halloween character
2. Lani from FF9 (character likeness copyright square)
3. a default female character
4. princess Garnet from FF9 (character likeness copyright square)
5. goth girl character
6. cartoony robot enemy
7. little grim reaper (original 2D image copyright vectorstock)
8. little halloween vampire (original 2D image copyright vectorstock)
9. frankenstein's mosnter (original 2D image copyright vectorstock)
10. church model
11. church 2

as i'm still having fun in blender and no idea how many of these models i will make i figure i'll make a single thread for all of the models rather than keep spamming the board.
current model is a princess but it'll take a few more days for me to get time to finish unwrapping it and texture it then i'll add a walk animation but thought i'll share, i'm getting better at adding the details now
i only just noticed i can see the number of polygons in blender so the princess is currently 6k faces... a bit too high apparently
Quote: "The number of polygons you should use depends on the quality you require and the platform you are targeting. For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time."

edit: reduced it down to 4.3k faces, still looks fine but don't think i want to go any lower
p.s. the staff is supposed to look like that near the top, i was going for a sort of twisted / spiral look but keeping it low poly
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Teabone
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Posted: 16th Sep 2019 20:46
That is a pretty darn good intro into 3D Modeling with blender there! Good job
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granada
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Posted: 16th Sep 2019 21:12
You’re really getting into it now

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Belidos
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Posted: 16th Sep 2019 22:31
To be honest I don't know where you got those numbers, but 4.3k is pretty reasonable for a character.

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smallg
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Posted: 17th Sep 2019 00:02
thanks guys

Quote: "To be honest I don't know where you got those numbers, but 4.3k is pretty reasonable for a character."

i just googled and that came up from unity's official docs but to be fair it was talking about "optimized" characters... but seeing as my models aren't going to be high detail i thought they would be better if they can at least fit in that range.
i'm approaching the subject rather blind so i was pleased to see my approach isn't miles off, i do tend to create the model in parts and that can lead to unnecessary faces (such as arms inside shoulders or feet inside shoes) but mostly that's because in 2D animations you need your object in parts, though it does also help in blender so i can easily apply modifiers to parts separately... when i did the checking i noticed those areas aren't really a problem though, it's mostly the detail items that take up the bulk of the faces/polys (as expected), spheres and cylinders just don't look round without lots of polys so i guess it really depends on what sort of details you need to add, if you stick to square shapes it's much easier to stay lower
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Wolf
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Posted: 17th Sep 2019 14:16
smallg
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Posted: 18th Sep 2019 21:50 Edited at: 18th Sep 2019 21:51
getting there, i have textured her now - learned how to use blenders inbuilt texturing for this one so it was much nicer and easier to do the detail
i had to redo a few of the things i decimated before as it just wouldn't unwrap nicely but she's still at 4k faces so perfectly fine - i think i'll aim to make a more smooth model next time though, i don't like the sharp edges so much
just got to do some animations then i will share
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
synchromesh
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Posted: 19th Sep 2019 12:40
That's seriously Good !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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granada
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Posted: 19th Sep 2019 13:15
That's looking great

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smallg
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Posted: 19th Sep 2019 14:32
well good news is i got her into GG, bad news is there's a couple small issues with the weighting it looks like - the necklace and 1 of the points on the crown are messed up, though i think this is a problem with my weighting (they are also messed up in unity) as i had terrible issues getting blender to weight paint correctly today, still not sure what's wrong with it but otherwise she's working nicely, i need a break now but if can fix the weighting i will upload the fixed model later
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Solar
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Posted: 19th Sep 2019 20:45
Very cool!
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smallg
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Posted: 20th Sep 2019 19:55 Edited at: 20th Sep 2019 19:55
anyone want to see if they can import this 1 into GG? no idea why GG is screwing this one up so much as it imports perfectly into unity (no errors at all - even the princess gave some errors in unity and GG still imported that ok), looks like it's not getting the weight info or the weight info is just completely wrong? but it works fine in both unity and blender... and the princess worked in GG so i know it shouldn't be this messed up :p
- it looks messed up in the importer so something is definitely wrong with the conversion process on this 1
- it has the same look no matter which fx i apply (or disappears completely if not an fx that supports animation)
- the bone structure is exactly the same as the princess so i know it shouldn't be a bone issue

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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osiem80
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Posted: 20th Sep 2019 20:18
try 2 export as x from blender and see if it work
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granada
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Posted: 21st Sep 2019 00:39
Try these,see if they work

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smallg
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Posted: 21st Sep 2019 12:22
thanks, the fbx file works - what program did you use to import/export it?

here's the final version with a working script - adjust the properties panel to suit your game (health, speed etc) and a few settings in the script can be altered too.
they support sounds but i won't include any, i used the "demon" sounds from the stock assets for the video
note; they require head shots to kill - though the last guy was proving particularly stubborn
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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osiem80
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Posted: 21st Sep 2019 12:30 Edited at: 21st Sep 2019 12:31
try autodesk fbx converter
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granada
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Posted: 21st Sep 2019 13:25
I used UU3D I use it for most thing as it’s fast and reliable, also I triangulated the model and deleted a large single plane that was in there

https://www.unwrap3d.com/u3d/index.aspx

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Posted: 21st Sep 2019 18:49
granada. that was supper fast work.
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osiem80
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Posted: 21st Sep 2019 19:34 Edited at: 21st Sep 2019 19:34
@granada
does UU3D have a poly limit?looking 4 a fragmo alternative, fragmotions have max 6500 polygons.
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granada
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Posted: 21st Sep 2019 19:38
Quote: "@granada
does UU3D have a poly limit?looking 4 a fragmo alternative, fragmotions have max 6500 polygons."


If it has I haven’t found it yet

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smallg
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Posted: 21st Sep 2019 20:42 Edited at: 21st Sep 2019 20:48
Quote: "I used UU3D I use it for most thing as it’s fast and reliable, also I triangulated the model and deleted a large single plane that was in there"

what does triangulating the model do? i mean i assume it turns the quads into triangles but what's the purpose for it?
the large plane is probably a reference image i had hidden but forgot to remove

next model in the works is based on Lani from FF9 - i'm replaying FF9 on my mobile atm and honestly all of the characters would fit my style so well, might just make a pack... will see how long it takes, hand painting these textures takes years
what i currently have after today spent working... will continue next time

intended target / reference guide

oh and she's sitting at just under 6k faces
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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granada
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Posted: 21st Sep 2019 20:58
@smallg Found this explanation ,but there are loads out there

Quote: "All 3d realtime geometry is triangles, so yes you must triangulate your mesh. Either you will do it or an exporter will do it but it’s going to be triangles when it gets in game. It’s much better to do it yourself for the reasons Snowfly mentioned."


(Love the latest model by the way )

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Belidos
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Posted: 21st Sep 2019 21:27
When making models you don't need to worry about triangles because game engines will automatically split quads into tris for you so it's really not needed, you mainly only need to worry about them if you're using a lot of smoothing.

In fact it's better in some cases to model in quads, characters for example are better created with quads because the bones rely on edge loops to bend the mesh and with triangles they don't bend smoothly.

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granada
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Posted: 21st Sep 2019 21:33
Also a lot of modellers prefer to manually triangulate for some parts of there model as auto triangulate Can give different results and you can see what your model will look like in game , everyone has there own approach

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Posted: 22nd Sep 2019 22:39 Edited at: 22nd Sep 2019 22:44
finally finished texturing her, had many issues with the mesh in this one, i think i messed up some modifier but she looks good enough and GG imports her currently (no rig yet) despite a few teething issues with missing faces - perhaps next time i'll focus on making a basic humanoid shape i can work from for all similar models
she's up to 7.8k faces now as i decided to add the belt as an actual mesh detail rather than just a texture (and that just made me realise the belt isn't where it should be so i'll fix that for the final version) and had to redo the bra as the old one just wouldn't show the faces correctly - i kinda tried to warp the shapes myself last time while this time it's actually parts of spheres
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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granada
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Posted: 23rd Sep 2019 01:14
Looking good ,you’ll have to stick a age limit on that one. She is a big girl

Dave
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smallg
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Posted: 23rd Sep 2019 17:00 Edited at: 26th Sep 2019 18:47
Quote: "Looking good ,you’ll have to stick a age limit on that one. She is a big girl"

lol, yh

so i got her into GG and the animation is broken this time... i swear GG just has to break something! i've tried exporting with all the different settings and exported from maya, still hates it though it works fine in blender, maya and unity... i can only guess GG doesn't like the blender IK i used for the animation this time but i'm not redoing them so that's as good as it gets
(the axe appears to be the worst affected but also the looping of the animations is broken - you just don't see that as i'm playing them in sequence)

p.s. the tearing in the video during the unity part is just from where i compressed the video
added the .fbx (i have quite a few of these so hopefully this one works)
edit; added the texture file as i forgot
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Blacknyt46
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Posted: 24th Sep 2019 23:54
Hey, great job smallg. I'm in the process trying to make characters. I'm so confused with the animation part. I didn't know that I have to do all that. I thought you just pick the Uber guy and it uses its animations? Oh, I kinda figured I need to put in the bones. Lol This is going to take me a long time to learn Lol. Your doing really well. I just wish I had more time to play with Blender. My stupid job keeps getting in the way.
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smallg
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Posted: 25th Sep 2019 01:15
Quote: "Hey, great job smallg. I'm in the process trying to make characters. I'm so confused with the animation part. I didn't know that I have to do all that. I thought you just pick the Uber guy and it uses its animations? Oh, I kinda figured I need to put in the bones. Lol This is going to take me a long time to learn Lol. Your doing really well. I just wish I had more time to play with Blender. My stupid job keeps getting in the way. "

thanks, i'm not sure, i think you can use the uber anims but you need to name the bones correctly, haven't looked into it though.

went back to basics and just made a bare female form but to a better quality with some basic animations - of course GG doesn't like it but what's new? this one decides she should lie down during the slap/attack animation in GG so i'll just post a video from unity
the idea of this one is to use as a base for models of similar style to save time in future
(ignore the texture, i haven't unwrapped / done any texturing yet.

also forgot i didn't include the .fbx for Lani so i'll edit that post too
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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granada
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Posted: 25th Sep 2019 01:29
I can see your starting to enjoy this now

Dave
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Posted: 25th Sep 2019 02:51
@ smallg
Eh! mate, love your Pocahontas char.
You has been started from the hardest part of modeling.
One expect you starting with a box.
Not familiar with blender, but if you are going to model a most estilized character, youll end working with mmore polys to suit.
It is a pity that Mixamo removed "decimator", it was a good tool.
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smallg
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Posted: 25th Sep 2019 15:30 Edited at: 25th Sep 2019 18:13
Quote: "Your doing really well. I just wish I had more time to play with Blender. My stupid job keeps getting in the way. "

Thanks and yh work tends to get in the way for me too but it's probably a good thing, I spent around 6 hours making the last model ( basic female frame) - made it all in 1 session after work.. thats the perk of being single again, plenty of free time
Blender is really nice to work with actually, I also have Maya and fragmotion and honestly find them way more confusing, I guess it helps that there's a billion and one tutorials for blender on YouTube though.

Quote: "Eh! mate, love your Pocahontas char.
You has been started from the hardest part of modeling.
One expect you starting with a box.
Not familiar with blender, but if you are going to model a most estilized character, youll end working with mmore polys to suit.
It is a pity that Mixamo removed "decimator", it was a good tool."

Lol, she actually does look a bit like a Pocahontas type char doesn't she? Guess Lani is supposed to be similar style, never thought about it, all of FF9's char are kinda animal based so it's actually unusual to see a human (except the princess of course).
Blender has plenty of ways to decimate or reduce the vertices though, it's not a problem... The new model is made with about 11k 2k faces iirc, I didn't add any odd faces manually but purely loop cuts so it does have a lot of unnecessary faces but I wanted to see if it would help with the weird stretching and thin limbs during the animations that Lani got... I think a lot of that is from the IK though, I still don't really know how to set it up correctly and it can be hard to get the limbs to bend naturally.. so I stuck to manually moving the limbs individually this time... Looks much better but takes way longer.
I'll probably reduce the faces and compare results till I'm happy with the numbers but I'm planning to remove the areas of skin that will be covered by clothes anyway so the extra faces shouldn't be an issue, it just depends on which model the end result will be as to how much editing it needs.

It's a shame GG hates blender so much but I'll look into getting 2.79 and export as .x perhaps (been holding off getting it as I don't want to break 2.8) but if not I'll consider UU3D... Just a lot of money simply for GG... Especially as I don't really intend to use these myself, just wanted to share
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
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Posted: 25th Sep 2019 17:59
There should be some ways to deal with X files via Blender, Belidos does with their models though with a really nice results, so it should be do-able and not too hard, thought.
No familiar with Blender anyway I should learn a bit, at least for decimate my max models there, want to see if it works better than max decimator tools.
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smallg
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Posted: 25th Sep 2019 18:04 Edited at: 25th Sep 2019 18:05
Quote: "There should be some ways to deal with X files via Blender, Belidos does with their models though with a really nice results, so it should be do-able and not too hard, thought.
No familiar with Blender anyway I should learn a bit, at least for decimate my max models there, want to see if it works better than max decimator tools. "

not in the new blender 2.8, there is a plugin / add-on you can install in the previous versions (up to 2.79) for .x support but i guess 2.8+ will need to wait for somebody to write one.
would be better to see GG get some support for blender's .fbx export along with the other programs that are now supported, it's a hugely popular tool... but who knows, perhaps i'm just doing it wrong, i am still a newb after all
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Belidos
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Posted: 25th Sep 2019 19:02
You can run both versions of blender with no issues.

If you want to do the modelling in 2.8 and export via 2.79 its easily done. Do all your modelling etc in 2.8 and save it as a blender file, then open 2.79, delete default cubes etc then go to file and select append, navigate to your saved file select it and it will give you a folder structure of the contents, go to objects and your model will be there, select it and click append and it will appear in your view port, then you can export it as .x as normal.

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smallg
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Posted: 25th Sep 2019 21:30
Quote: "You can run both versions of blender with no issues."

awesome, thanks, i'll check it out tomorrow then

new model in the works, can you guess who it is yet?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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benjiboy
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Posted: 26th Sep 2019 11:46
That is so much like what happens to the classic zombies and also, (until fixed by Gtox) his Golem.
I know nothing about modelling or animation so I accept the similarity may be without common cause.
You can't teach an old dog.
Belidos
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Posted: 26th Sep 2019 13:09
Quote: "new model in the works, can you guess who it is yet?"


Ed Sheeran?

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smallg
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Posted: 26th Sep 2019 18:47 Edited at: 26th Sep 2019 18:53
well still doesn't want to work from blender 2.79 though the import doesn't appear messed up from .x (an improvement on the blender 2.8 .fbx import) it simply isn't there when adding to the level (it is technically there as i can see a prompt from a script where the model should be) or if i remove the animations i can import as a static entity (which looks perfectly fine)...

here she is next to her reference image
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 28th Sep 2019 19:19 Edited at: 29th Sep 2019 20:29
next 1 coming, a goth magician girl - no idea if the original image is based on anything, just some random image i found online

edit; "finished" her
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 30th Sep 2019 19:19
good news is i think i figured out what i've been doing wrong with regards to importing from blender to GG - you don't use the 8bone fx, just using the anim.fx works ok as long as the bones are only rotating during animation... normally i have some movement for stuff like dying etc but it seems GG doesn't like this (from blender at least) so with that in mind....

here is a little robot guy working great

of course adjust the properties panel as you need and add some sounds (mine were from the scifi folder - slot info found in the script)
p.s. included the .fbx in the entitybank too if you feel like making changes
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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JPH-GAMES
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Posted: 30th Sep 2019 23:23
Thanks smallg, for the cartoon games.



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synchromesh
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Posted: 1st Oct 2019 12:00
Thanks smallg they look great fun
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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3com
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Posted: 1st Oct 2019 18:15
Smallg, This robot looks like a great guy, nobody wants to kill him.
Thanks mate.
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maiacoimbra69
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Posted: 2nd Oct 2019 11:36
the girl at the right has a penis , hehehe

i am joking , great job man

smallg
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Posted: 2nd Oct 2019 15:33
Lol, yes I don't think I'll win any awards for beauty with my models but I assure you they are all over 18 (or whatever the legal age is in your country) so any actions between 2 adults is fine regardless of any suspected limbs or appendages
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Honkeyboy
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Posted: 2nd Oct 2019 16:07 Edited at: 2nd Oct 2019 16:12
G for decimation download simplygon its free still. I use it on all my characters and high poly stuff. Just drop it in the editor window hit reduce and it halves the polys it will create a new folder named LOD1 which contains the halved model if you need to do it again etc LOD2, etc one of the statues I made in daz was 150k and I used simplygon to reduce it to less than 10k with hardly any loss in looks as it adjusts the map at the same time. Rigging I still use mixamo mainly but have used rigify for blender (lot more long winded) for mixamo just t pose the character zip it and upload it to mixamo's site rest is dead simple just follow the instructions.
P.S love the robot
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smallg
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Posted: 2nd Oct 2019 21:03 Edited at: 2nd Oct 2019 21:06
Quote: "Rigging I still use mixamo mainly"

checked it out and seems quite handy, hard for non human shapes though - it didn't like this character due to the hood and weird proportions so i had to do it manually but i imagine it will be useful for more basic shapes indeed, thanks

this little Halloween guy only has a couple rubbish animations as i had to animate him in blender 2.79 as it refuses to import the rig correctly from 2.8 for him for some reason (again) even a rig without any animations just automatically puts him upside down and the collision box is huge... i have no idea why cos he's looks perfect before you apply the rig (even a single bone rig causes it) and i tried changing all the export settings and it didn't seem to change anything so i exported him as .x from 2.79 and it works (however importing from 2.8 with animations didn't, it looked fine in 2.79 but still imports wrong even as .x)... but i don't like animating in 2.79, feels so clunky, perhaps i'll do a better animation another day but not today, i'm tired of fighting with GG's importer today so all he can do is stand and look at his scythe or walk around waypoints for now
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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KRivva
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Posted: 2nd Oct 2019 22:02 Edited at: 2nd Oct 2019 22:05
Yeahh that little Halloween guy looks so cool.
Would be the perfect main character for a Jump'n'Run game!

PS: What happened to Garnets balloonies?
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smallg
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Posted: 3rd Oct 2019 18:52 Edited at: 3rd Oct 2019 18:54
sticking with the toy halloween theme here's a vampire model - doesn't work in GG for me but maybe you will have more luck

( took me a while to realise why it wasn't recording properly at first... apparently having my characters all on screen at once is not good for your frame rate so do remember these are beginner models and use with caution )

p.s. if anyone can get a working version into GG i'll make a script for it
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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