So, last year I was working on a game called Grindstone, which was a first person stealth action/survival type game set in an Office. Unfortunately the concept was a bit too grand / unusual which made recruitment a bit of a pain - so we’ve decided to work on a multiplayer survival horror game which we’ll be recruiting for in a few weeks (any programmers with network experience…just putting that out there).
It seems a shame to waste some of the art content I made for Grindstone, since when we revisit the project I’d probably want to remake them anyway. None of these have LODs, and some of them are completely the wrong scale (just use the uniform scale on import to fix it) - but hey, maybe you’ll find some use for them. Also the selection is random since we had lots of ‘greybox’ assets which I was slowly replacing in no particular order. Here’s a preview of some of them:
These weapon models were all made for third person enemies, so they’re missing the articulation (i.e. removable magazines and the like) for first person use. But the texture ones above have the source high/low poly models, so they could be a starting point for a first person model.
The files are FBX and 3x .jpg’s (Albedo / Reflection / Normal). For the reflection map, R = Roughness, G = Metalness, B = Ambient Occlusion (i.e. Quixel dDo UE4 preset). I chose JPG because the TGA’s were massive and really, with DXT compression, you’re not going to notice the difference. Also most (if not all) were authored with the intention of being scaled down 50%, but I’ve exported them at 100% just in case you want to modify them in any way. I’ve also included (where I still have them) the 3DSMax source files with the high/low poly models - although these are probably quite messy. I have more of a “It works for me, so whatever” attitude.
If the normal maps give you any trouble, and I think some might because I exported them wrong like an idiot, just flip the green channel:
These are released under the CC0 1.0 Universal license meaning you can use them however you want with no attribution. Although if you’re using them in some kind of finished project it would be cool to let me know where!
You shouldn’t utilize real world branding without permission. While many companies will overlook tiny, unpopular things others won’t take kindly to including trade marks such as “Coca-Cola” without permission.
However the work is certainly good. The detail you put into the fax machines is impressive on a model most people would tend to leave far less detailed.
Well I never decided on a fixed license since all the Creative Commons ones are attribution-based, which I figure just makes the assets awkward to use since it’s another credit to remember. So they’re free to use however you want, no attribution necessary.
DaveFace I’ve got to say, this is by far the nicest thing I’ve seen an artist do, you’ve got high quality models and you’re giving them away for free to be used however, and wherever. Our team at Enraged Entertainment thanks you!
I think that’s a valid concern for people planning to use that asset in a game, but for DaveFace releasing them? Not so much. Coca-Cola might ask him to cease and desist at the most, but I doubt even that much.
Anyone who plans to use it in a game would be well advised to change the texture to have a spoof name, though.
Anyway, I’ve added an old high poly model I made of an M270 MLRS. Not sure what use it is since I made it when learning high poly modelling, and a lot of the edges are really, really sharp. Still, it might be something to learn from.