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Super Mario 64
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Category Nintendo 64
Models 84
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Comments 342
Super Mario 64
Super Mario 64
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Aug 7, 2019, 3:53 PM
YAY WE HAVE MIPS!
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Apr 29, 2019, 4:50 AM
@Doc von Schmeltwick because everything on N64 needs to be in a face. to be shown in the screen. look at Mischief Makers. It is a 2D Game, but when you use "Wireframe" mode, it is just alot of faces with Tris...
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Apr 27, 2019, 2:28 PM
surprised nobody's made custom textures for the untextured Blargg, since he's used in many hacks, including Mario 64 Maker (well maybe that's because there's no custom/edited section on texture's resource ya dingus!)
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Apr 22, 2019, 10:47 AM
@NzVHS Then why does it have a .obj file?
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Apr 22, 2019, 6:01 AM
no its not
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Apr 18, 2019, 3:57 PM
because it's a model
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Apr 18, 2019, 2:37 PM
why is peach's letter here
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Jan 3, 2019, 2:48 PM
im making a custom luigi model and I might upload it to Mario customs
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Dec 5, 2017, 8:08 PM
MIPS removed for edited textures.
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Mar 25, 2017, 7:02 AM
@xSuperMario64x I also tried ripping models from this game, before I gave up in frustration. There's so many steps to export and process the model.
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Mar 14, 2017, 9:21 AM
If the process for ripping models from video games wasn't so time-consuming and technical, I'd be able to rip my own models. The process is a bit complicated for me to understand.

I think it would be awesome to have the Grindel and Spindel models from shifting sand land...
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Jan 27, 2017, 6:43 PM
the unused trampoline isn't even in the game
no texture or model data exists
it's a recreation

EDIT: textures do exist, couldn't find them on TT64.
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Nov 27, 2016, 6:08 AM
@xSuperMario64x

This is more of an issue with earlier N64 games. As during that time, bone-based animation wasn't a thing in development. So instead, they used and rotated shapes around to form animation. And due to the way SM64 stores animations, models begin to distort and glitch out when using different animations, or garbage data interpreted as animations.

Later N64 games, such as DK64, OOT, and GoldenEye use bone-based animations, but they have limitations that modern bone-based animations do not. They can only move, or not move. There is no weight movement sensitivity on vertexes when models move on N64 games.

Games like Conker use both bone animation, and vertex animation. Vertex animation is applied on areas like Conker's face for expressions/lip syncing, whilst bone animation is used for his movements. Source games, like Half Life 2, do the same with some more modern features added in.

Some N64 games, like Quake 64, use purely vertex-based animation. And the result gives off a choppy and rough feel to the models when they move. This is not the same animation style used with PS1 games, which are only choppy due to lazy float-point precision.
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Nov 26, 2016, 12:59 AM
The only thing I hate about N64 models is that you can clearly tell where two or more meshes were brought together to create the models. Like you can see that Dorrie's neck is made of two separate sections instead of one, (in game) you can tell that Peach's dress is two separate meshes, the arms/legs of the different characters are made of 2 or more meshes... I mean I realize that the N64 had it limitations but good grief.
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Nov 7, 2016, 6:29 AM
N-Mario if you have GIMP, import the textures into it and then export them. That's how I got them to work for me.
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Nov 5, 2016, 9:00 PM
Natej89 Thanks for the Bubba rip... Unfortunately it looks somewhat odd... His belly is supposed to be white but the preview images you made make his belly look tan? Is this an error? And why do these come out polygonal, while in game footage you can't hardly tell? I realize the N64's limits, but still shouldn't look "THAT" bad. And is it just that 1 frame of Bubba, or is the Mouth open wide frame in there too?
Now If I only can convert that Bubba into papercraft, I would LOVE that and have it eat my hand. XD
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Sep 4, 2015, 6:14 PM
No. bad.
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