Mario
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Asset Info favorite | |
---|---|
Name | Mario |
Category | Wii U |
Game | Mario Tennis: Ultra Smash |
Section | Playable Characters |
Submitted | November 25, 2015 |
Uploaded By | Random Talking Bush |
Size |
3.08 MB (16 items) arrow_right
|
Format | ZIP (application/zip) |
Hits | 38,431 |
Comments (26)
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Bad game, yet good model.

In Blender Mario have Black eyes and the hairs are... Strange

@Random Talking Bush: Nintendo probably made the UV map for the teeth inside his mouth the texture the dark part of Mario's shoe because people wouldn't really be able to really see that in-game. I don't think it was really a UV maping error. This is only my opinion so I may be wrong.

@xX-CamTro-Xx: That's actually just how the model is in the first place, the lower teeth's texturing is intentionally mapped to the black area in Mario's shoes instead of being in the white square in the upper-right. I really don't know why that is, but if anyone wants to fix it, it's not really that hard to do so.

There is a rigging and texturing issue. Mario's lower jaw is not properly UV mapped (it's all dark) and not properly rigged either. Also...I meant not his jaw itself. It's the teeth inside his mouth.

@Random Talking Bush Could you please upload Peach's model from Mario Tennis Ultra Smash, please? I want her so badly.

@Random Talking Bush
What 3ds Max version do you use? I have export a model in 2012 version with both Wunderboy and Cannonfodder SMD importer/exporter tool and there is no any problem when I re-import back again.
That's what I'm using, I don't really gonna use Wall Worms tool anyway. :P
What 3ds Max version do you use? I have export a model in 2012 version with both Wunderboy and Cannonfodder SMD importer/exporter tool and there is no any problem when I re-import back again.
That's what I'm using, I don't really gonna use Wall Worms tool anyway. :P

To be honest, I'm really not sure. At first it was because when I exported it to SMD in the first place, the exporter welded two of the vertices together, but only for the rigging. It was working fine before I exported it, though, so it was mostly due to the fault of the exporter in general. Though it's still a mystery to me why that error would show up again after I imported, fixed it, and re-exported...

Nobody's faulting him for it, I also thought It might have just been my blender SMD importer, but on the off chance that it wasn't, I posted about the issue.

So that SMD problem with vertices being weighted wrongly... Was that caused by 3DS Max, or by the fact that Blender Source Tools merges vertices near the same location regardless of how the SMD is set up? (Just saying it's not necessarily Random Talking Bush' fault or anything.)

How awfully quick!!

Fixed now, Thanks.

yes. you fixed it

*yells into a pillow*
Re-download it and tell me if it's working now. It doesn't seem to have that rigging problem when I import it in 3DS Max.
Re-download it and tell me if it's working now. It doesn't seem to have that rigging problem when I import it in 3DS Max.

The SMD versions also have the same issue as @irastris

@Random Talking Bush: Alright, that's similar to what I was thinking, thanks again!

@Irastris: Nah, don't worry about it. There's actually nothing rigged to those bones, they seem to be placeholders, probably used for the game's animations to assist with the texture movement for his eyes.

@Random Talking Bush: Sorry to bother you again, but are the eye_l, eye_l2, eye_r, and eye_r2 bones supposed to do nothing when translated/rotated?

@Random Talking Bush: Thank you! The FBX works, however the SMD format still has the issue. That's no problem for me, though.

@Irastris: Sometimes, I just hate 3DS Max. Seems like it randomly assumes two vertex points in the same location are rigged to the same bone. I've fixed the rigging, re-download it and it should be working properly now.
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