Model Gallery

This page contains almost all my previously created models. Feel free to laugh at them :)
Sort by date. Newest is on the top
48 models are listed. (There are about 4-5 of them that I kept unshown, for some reasons)
All these models use custom biped if not stated.
Mutiny! models aren't available for seperate download. Check it out for more infos :)

WARNING: Graphic intensive
Mutiny! Pistol Crossbow 10-11-00

A small crossbow with low firing power.
Mutiny! Cutlass/Pistol 10-11-00

The so called GunBlade. Used for both slashing and shoot enermies at long range.
Soul Cannon 10-11-00

Replacing the hornet gun, it fires soul to hunt down enermies.
ColdFusion Gauss 09-16-00

Sound effects were expertly done by Kloom

I design this weapon myself in order to submit to ColdFusion weapon contest. It replaces Gauss cannon.
Class: Male Human Warrior 09-16-00

Designed by: Binke

This model is created in order to be a character in Fantasy Gladiators, an RPG-Strategy game.
Blunderbass
06-17-00

Larger version of the Pistol (?)
Quartz 06-02-00

Quartz is my original character.. I'm not the only one who design his cloth, though. It's done by a friend of mine. Quartz'

Quartz is a thief. The curse make his left part turned into quartz and he lost his left eye sight. Later on he's able to control his curse and make use of it by changing them into various forms to aid his movement and battles.

- 794 tris 414 vertrices.
- 85 bones, partially customized animations.
- 1x256x256 texture with teamcolor capability.
Mutiny! - Guard dog 05-17-00

A bot which appears in some map.

436 poly, 1x256x256 skin.
Mutiny! - Cutlass 05-17-00

Curved sword of pirate's choice, the cutlass.

The hand is modelled by b1ll and skinned SlightlyTwisted.
Mutiny! - Sabre 05-11-00

A hybrid of the Rapier and the Cutlass, having balanced power of thrusting and slashing.
DesertEagle 04-29-00

I created this model in order to try to create "fake chrome" on the skin. And it works out nicely :)

The model is 693 Tris (2 handed). I collapse and delete some faces on gordon hands to reduce the tris count.

The skin is made by the same method that used to create beretta's one. I also add reflection map to the raytrace material to make the skin look more like "chrome".
Mutiny! - Rapier 04-24-00

Sword that perfect for piercing.
Mutiny! - Mop 04-15-00

Wanna clean your opponent face with his blood?

The model is made by b1ll.
Beretta 92FS 04-13-00

The picture here looks much cooler than in-game Beretta. It's a shame that the size of the gun is very small compared to hands. The details I put in is unable to be seen... And the hands are suck which ruin the whole model quality...

The gun itself is around 330 Tris. I use MAX raytrace material to help me shade the skin like the Miniguns and MP5A3.
Mutiny! - Pistol 04-10-00

Weapon for Pistoliers, masters of all guns.

Pistol mesh is made by b1ll.
Human assassin hands 04-05-00

Assassin hands are the first experiment of "another method to make a skin". After I saw many skins done by Scarecrow, SlightyTwisted, etc. which have a nice layout, each part is filled in its own rectangle, I try to make something like that too. The result is ok. The skin is virtually seamless with nice layout. Although there are some parts of the skin that are squash and stretch but it will be fine if the skin doesn't show exact details...

Altered from the human grunt hands by moving vertirces, these hands were modelled for the Black Operatives mod.
Cardcaptor Sakura 04-01-00

This model polycount is high, 995, due to her skirt and spheres. Her legs aren't square, unlike other model I made.

For the skin, I saperate it into two files. One for her hair and the other for the rest. And, again, I use TCG to generate custom color capability. Even I'm the one who wrote TCG, it took a while to change parameters to get the desired result. Sakura skin is a bit low quality because the mesh already shaped everything out. I rarely put any details in it.

With newly learned technique (From WhiteDragon), I use it with her skirt bones. So her skirt bounces during move/run/crawl animations!
MP5A3 03-24-00

Modelled for Black Operatives MOD, MP5A3 is attached with a silencer instead of a grenade launcher.

Its skin, composed of a 256x256(hand) and one 512x256, use a cheat method like the miniguns, but with better warpping. It looks cool in MAX viewport but very dumb in V_Model.
Human Grunt Hands (new) 03-22-00

Another version of Hgrunt hands. Better skinning and mesh deformation for close range viewing.

Actually, I want to use a scanned image of somebody's hands for the skin, but they mustn't be my hands 'cause mine are too small and look too weak for the soldier's :) That force me to redraw the skin.
Rigell 03-20-00

"Rigell" (Rye-gel) is named by WipEout (others help me name this as well: Pharaoh, Daniel, Scarecrow). I designed this character myself. I'm going to use him in my game.

This model is so common. At first, I added a blade for him to use instead of crowbar. Eventually, it was removed because of some unnatural animations I'd made. I decided to put his sword into additional weapon plugin model.

If he didn't just have 2 headband tails moving behind his head and some custom animations, this model will be very dull. But I pround of one thing: This model takes only 737 tris!! I never imagine that I can make a low poly model.
Miniguns 03-17-00

I model this miniguns for Black Operatives MOD. I use reference image from the real world miniguns that Energizer gave me (He took form SecurityArms.com) but it's very small and I can see a clear detail of its body.

The way I skin this model (not hands) is really cheat. I command 3D MAX to render the model which is Ray-Trace material assigned on the Perspective viewport. Then I use it to wrap around the miniguns! This method takes adventage from one-angle viewing. But it looks ok.
Human grunt hands 03-18-00

This is my first model that isn't anime (don't get surprised.) It was modified from Gordon's HEV gloves. The quality is low, both skin and the mesh. The latter is somewhat very bad shaped. I have a plan to recreate this.
Long range rifle 03-09-00

LR Rifle is from Syndicate Wars

This is a worthless piece of of junk. I didn't pay much attention when creating this weapon. I just want to replace that .357 in order to make it easier to aim opponent players.
Petit-Ange 03-08-00

This weapon(?) replaces the snark. I just have a sudden idea of throwing this cute Patapi to bite the opponents.

Petit-Ange is Tsubame's Patapi, Patapi is some sort of interactive doll which girls usually hold as their pets in Cyber Team.
UZI 03-07-00

UZI is from Syndicate Wars, as well as, the LR Rifle. This is my first weapon model. I just knew how halflife PAK file works and how to replace weapon models from COLDFUSION lately. Although this is the first experiment, it's better than that stupid LR Rifle. This UZI replaces 9mm handgun, the glock. The animations are recreated without any base experience (Common people should try altering some sort of mp5 or egon, I would have done that so if I'd known about it). The skin use 3d rendered but not a cheat method like the miniguns
Tsugumi Higashijujo 03-05-00

Tsugumi is from Cyber Team in Akihabara, a japanese anime. I'm a fan of this anime. Too bad that the story is so short (26 episodes).

This model take me a whole week to complete, I mean A REAL WHOLE WEEK (about 12 hours a day I used to model). Many times, I'm about to vomit when working with her animations. It's very monotonous to animate those 7 lumbs of hair + 2 skirt bones, piece by piece, for over hundreds animations (UGH!). Moveover, those hair make the tri count go as high as 912.

I have put too much effort on this model. I guess I'll never able to make a model as neat as this anymore.
Hibari Hanakokanae 02-28-00

Hibari is from Cyber Team in Akihabara, like Tsugumi. She is very short, 139cm.

For a long ... long time, I didn't get involved with the world of cybernet because I hate being contacted by people, lack of privacy and got more work to do. I practiced myself after read some of Spider's modelling tutorials. I only went to net just for downloading some upgrades. But one day I found COLDFUSION (I thought I heard it very long time ago... but I didn't set foot in and don't know what it's for... its name doesn't imply anything.) I read Scarecrow, Bamph and Torm (they just took over the coldfusion) 's reviews and found out what the nature of modelling is.

This is the first model that I sent COLDFUSION to review I have changed many modelling method since I go to there. The most is the way to keep polycount low. In the past, I thought that 1200-1400 is LOW. That is it, I THOUGHT it is low... But after I'd stumbled across one of the COLDFUSION submission rules: "MODEL THAT HAS OVER 1000 TRIANGLES IS NOT ACCEPTED" (!!!), I changed my style of modelling. However, at first, I was totally disagree with that rule.
VR.Temjin Feb 2000

From a popular head-2-head action arcade game, Virtual-ON. Many of his animations copy from the original Temjin.

1100 polys spent to shaped his parts out. The skin is poorly painted.
PLK Feb 2000

This model created shortly after Temjin by moving some vertrices (NOT ACCEPTED! :). He has dog-like legs but his animations is still valve's standard walk/run. I just made this model for a friend of mine.
Rigell (NURO-Implanted form) Jan 2000

...After he was killed by his father, he was raised from the death again as a NURO knight...

That is some part of my game storyline... I got only his rendered image 'cause I didn't make him for halflife.
Unnamed Jan 2000

Created to be a character in my game. Need to be remodelled.
Garrand Burner Jan 2000

Created to be a character in my game. Need to be remodelled.

Use Valve standard Biped.
Unnamed Jan 2000

Created to be a character in my game. Need to be remodelled.
Rigell (Previous version) Jan 2000

Created to be a character in my game. Need to be remodelled.

Use Valve standard Biped.
Unnamed Jan 2000

Created to be a character in my game. Need to be remodelled.
Unnamed Jan 2000

Created to be a character in my game. Need to be remodelled.

In my opinion, His skin WAS incredibly good (I'm not sure how can I did it on that days) and his face count is quite acceptable, about 900.

Use Valve standard Biped with a little change in $origin and $scale.
Hikaru Dec 1999

Hikaru is from Japanese manga, "Hikaru no GO". "no" <-Jap can be translated to "of" <-English (i think). He is a good experiment on "Creating an illusion with the skin". What I learn from this model is about the synchronization of the mesh and the skin.

Although this skin supports team color, lacking of my skill lessen its contrast after the conversion.

Hikaru biped is Valve's standard one, so is his animations.
Ribbon Dec 1999

Ribbon is from japanese manga, "Justice". Her face count is the most highest among my models (and maybe in the world of halflife models) -- 3500+ for high and 1800+ for low.

Her skin also extremely large, 1x512x512. Nonetheless it supports team color.
JOB K9 Dec 1999

A younger friend of mine who studied in the same school as I'm asked me to make him this dog.

He has four legs but none of them can move in walk/run animaitons. Its body composed of tons of Bones, not Biped. Thus, in death animations, I can make its parts explode in all directions.

If doesn't consider of the logo on its head, the skin is true flat shades. However, it has custom color capability.

The skin that assigned on its gray parts is a chrome skin, but it will be barely notice if the surface doesn't round. Another thing to keep in mind...
Kaoru Kokanae Dec 1999

Carrying the "Animateen blade", a psychic device , Kaoru Kokanae from Flame of Recca tends to be smaller than standard valve's models. He slash an opponent with his blade instead of swinging crowbar. The mesh takes up more than 2200 tris which is considered to be a large number.

The skin isn't very well shaded but still have a custom color capability.
Recca Hanabishi Dec 1999

From Flame of Recca, he is a standard model with no new animations using the original Valve's Biped. Model quality is poor and have high triangle count.

His skin supports team color.
Fuuko Kirisawa Nov 1999

Fukko Kirisawa is from Flame of Recca like two previous ones. Unlike Tsugumi, I use 2 of Biped ponytails for her tresses. If I compare the complexity of the models, Fuuko and Tsugumi, The latter is much more complicated but spend less construction cost (triangles).

Her skin supports team color.
B1 Nov 1999

This is not my miserable failure. But I create him when I'm at school, not much time to devote to. I also skinned him with the most powerful program in the world, Windows' Paint brush. and it supports team color!

One thing that make this model different from others is he has no neck. Imagine whe he duck and jump his head point forward like .. like a .......... (put some words here, I don't want to describe it myself).
Chocobo Nov 1999

Yet, this model is not my miserable failure. I just put no effort when creating him. He has only two animations: fly and die. The skin has custom color capability.
Leon Nov 1999

Like Kaoru, he use his sword, Chaltier, instead of the crowbar. This is my last model that his legs don't animate (fixed now).

The biped is customized so does the animations. His cape bounces in almost all animations, just like Tsugumi's hair.

Leon is from Tales of Destiny.
Doramaniac Nov 1999

I'm not the one who designed this tweaked Doraemon. So don't get me wrong, I'm not that type. A big nail pinching out of his eye surfaced with chromeskin.

Animations are valve's standard. And ofcause the biped is also valve's. I just make his mesh a lot bigger than the biped and rescale it later in qc file.
Peam Nov 1999

This is a model of me, but in anime version. I'd designed him not long before I was in junior highschool. But he's just become a 3d player running around and (get killed) kill other guys in deathmatch.

This model is my guinia pig when I find the way to make legs animate. I don't understand what Spider said in his tutorial very well. I tried many ways, but failed. Not long before I created leon, I notice some differences between my smd and valve's. One of them is the bone order which, at first, I didn't think it would involve in this problem. I edit my reference smd with edit.com to make my bone order same as valve's. It's take much time but it worth an effort! "He runs! He runs with his legs with not his anti-gravitic power!!!". Later, I discovered that I'd to use Valve's Biped, not the one in the Create tab.

I know much more of Valve SMD because of this experiment.
Arche Klain Oct 1999

This is my very first model that can actually run (fly) across the deathmatch battlefield. She is from Tales of Phantasia (PS).

I can remember of that time, I don't know how to make legs animate. So I have to find an alternative. It's end up with this model. A good avoidance, huh?

However, she is excessively composed of triangles (1800 and 2200 for low/high). The skin is nothing more than nearly-flat color, but has custom color capability.


That's all... Thanks for reading!
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