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RPG Anime Character Set - Boy and Girl Free

by Kevin Mitchell · 01/09/2010 (10:34 am) · 7 comments

Well since this is free I guess I can submit it to resources instead of a blog's comment post. I have two free characters made with my pack that I'm sure you all have seen in the blogs and other places.



files.turbosquid.com/Preview/Content_2010_01_08__11_28_26/Villager.jpg9595cf31-acce-4c2c-b81f-cfacc93d5143Large.jpg

.MAX and .Dae Format

RPG Anime Character Boy FREE SAMPLE


files.turbosquid.com/Preview/Content_2010_01_08__11_28_26/Girl.jpg06c81d64-9803-4e82-920e-3dfbbbc7fd7fLarge.jpg

.MAX and .Dae Format

RPG Anime Character Girl FREE SAMPLE

I hope you enjoy.

#1
01/09/2010 (12:04 pm)
Wow ! Very cool ! Thanx ! Very nicely modeled. With proper skinning this will look sweet !
#2
01/11/2010 (1:43 am)
Thanks alot man!
#3
01/11/2010 (4:33 pm)
If you like this be sure to get the kit there's more free add ons coming for it later
#4
02/02/2010 (7:23 am)
Thanks for nice resource! How can I make playable these characters? I tried add following code but characters are not used it.

singleton TSShapeConstructor(Girl01Dae)
{
   baseShape = "./Girl01.dae");
};

function Girl01Dae::onLoad(%this)
{
   %this.addSequence("art/shapes/actors/Gideon/player_root.dsq", "root", "0", "502");
   %this.addSequence("art/shapes/actors/Gideon/player_forward.dsq", "run", "0", "502");
   %this.addSequence("art/shapes/actors/Gideon/player_back.dsq", "back", "0", "502");
   %this.addSequence("art/shapes/actors/Gideon/player_side.dsq", "side", "0", "502");
   %this.addSequence("art/shapes/actors/Gideon/player_lookde.dsq", "look", "0", "502");
...
}
#5
02/02/2010 (8:02 am)
Sorry I corrected it (I removed bracked in baseShape line)
#6
05/11/2010 (3:45 pm)
The boy has a few errors. Didn't try the girl. The boy's DAE file references a folder on your desktop for several of the image paths instead of a relative path. The following code in your material.cs file was causing errors. I commented this section out and it worked:

singleton Material(Villager02_Material__74)
{
mapTo = "Material__74";

diffuseMap[0] = "Ears_AnimeHeadParts";
normalMap[0] = "";
specularMap[0] = "";

diffuseColor[0] = "1 1 1 1";
specular[0] = "0 0 0 1";
specularPower[0] = 2;

doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};

I'm using Torque 3D.
Just thought you might wanna know.
#7
05/11/2010 (4:19 pm)
Thanks usually all I do is reload everything on shape editor. I wonder if it does that on export