Game Development Community

Models (and Packs) for Sale - $4 Each

by Noel Cower · in Jobs · 11/24/2005 (12:59 am) · 19 replies

Hey folks, first post here in about two years* so don't rip into me too hard ;)

Anyways, straight to the point: I'm gathering up old models and making new ones and selling them for $4 each, some are packs (also $4) and some are single models. Either way the point is to provide them cheap and all at the same price so 1. I don't have to worry about how I'm pricing them and 2. they're affordable (otherwise nobody would buy them).

Before I get to the links, I just want to point out that if you have any requests for models (preferably generic ones that people won't spot if they're used in more than one game, like mushrooms, giblets, etc.) then shoot them to me, or if you want exclusive rights to a model or one that will only be featured in your game you can contact me at my e-mail address. (Should be in my profile unless a gnome wearing purple tight leather pants or something snuck in there...)

And now, the links, the wonderful, long, hard to remember links (preview pictures on the site so as to make this thread easier to load for those on 56k):

Mushroom Pack #1 - 5ct

Mushroom Pack #2 - 12ct [Edit: Woops, screwed up the title on that'un]

Fancy Albeit Slightly Screwed Up Tombstone

I'll add anything new to the list above. So, once again, if you have any requests for models, post'em and I'll see what I can do. Any comments and whatnot are also very welcome.

* Lost my old account username and password >_<

About the author

Recent Threads


#1
11/24/2005 (1:31 am)
2 Questions, are these yours and are they in .dts with the original source files?
#2
11/24/2005 (1:40 am)
1. Yes, they're mine. Odd question O_o

2. Nope, don't have any way of converting to DTS as I've not licensed Torque. I figure .X and the other formats do the job fine, as pretty much every engine I've worked with has supported them.
#3
11/24/2005 (1:48 am)
>I figure .X and the other formats do the job fine, as pretty much every engine I've worked with has supported them.

Well try to get them convetted to dts, I'm afraid you won't see any sales comming from this community otherwise ;)
#4
11/24/2005 (1:50 am)
Any ideas on how I can do that? If I can get an easy to use converter (simple command-line one works) for one of the formats I provide them in I'll just toss them in there with the rest of the exported versions.

Wonder if there's a plugin for gile[s] that would allow me to export them...

Hm, going to look into this. Thanks for the tip, maximo ;)
#5
11/24/2005 (2:09 am)
Uwrap3d or Milkshape, I'm sure they have dts exporter you'd need, just import your model as b3d or .X format and export to dts. Shouldn't be much harder then that ;) I've also heard also that Unwrap3d has better .dts exporter then Milkshape.
#6
11/24/2005 (3:07 am)
... import into Blender.
Blender by far has the best unwrapper i've used. And the main reason i use Blender.

setup objects hirarchy for export...
hit export. done.
#7
11/24/2005 (6:51 am)
Do you have to have to own torque to export models to .DTS?
#8
11/24/2005 (7:27 am)
Noel - Email the models to me and I will convert them for you.

Chris [at] spunkygames [dot] com

Bejong - No you dont.
#9
11/24/2005 (8:16 am)
I think the poly count is a little high, 522 polygons for a mushroom seems a bit much to me, the other mushrooms have more (574, 616). But I may be wrong. I cant find a poly or tri count on the page, im just going off what it says in the image.
#10
11/24/2005 (8:25 am)
Holy crap... 500 polys for a shroom ?
#11
11/24/2005 (9:21 am)
WOW!! thats some serious polys use for a mushroom.
#12
11/24/2005 (9:28 am)
I downloaded a couple free models from that site but they're all .max files and I don't have max. it seems neither blender nor milkshape can import them is their a way I could get them to .dts?
#13
11/24/2005 (11:23 am)
obj2dts
#14
11/24/2005 (11:26 am)
Andrew/Chris/Todd: That's 500 polygons for all four mushrooms in pack #2. Each of them is approx. 120 polygons.

Treb: No, unfortunately. Max's native format is closed and probably encrypted too. Autodesk/Discreet/Whatever-their-name-is-now has never released specs for and of their formats :/

Andrew: Can't thank you enough for that. If you've got an e-mail address I'd like to send you the models for free (even if you have no need for them, gotta show my thanks somehow :P)
#15
11/24/2005 (11:26 am)
Noel, I think you'll need LOD on any models for them to be useful for Torque. The obj2dts converter supports LOD.
#16
11/24/2005 (11:28 am)
Noel - The 3ds format is open, and would give us the ability to import into milkshape or just about any other modelling package.
#17
11/24/2005 (12:26 pm)
Noel,

Honestly constructive criticism here. Even at 100 triangles, that is high for something like a mushroom, unless that mushroom is intended to be a as big as a house.

I make trees under 200 triangle count

Look here
www.garagegames.com/mg/snapshot/view.php?qid=1083

See if you can bring that count down, I think that you will find that if you put those object into a game environment, that looking down at a mushroom, you would not be able to tell the difference between a 100 triangles and half of that. Hell, unless the camera is going to get down low enough to see the under side of the mushroom, you could make it on a card with a an alpha channel and stick a stalk under it.
#18
11/24/2005 (12:50 pm)
It may be a big mushroom
#19
11/24/2005 (9:24 pm)
I'm working on LODs for the mushrooms at the moment (will do the tombstone next). So far each LOD is 1/2 of the previous LOD's polygon count (and a smaller vertex count, although I can't say it's half).

Not running it through some automatic optimizer so I can ensure the UVs and shape remain the same.