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Mario
Category Wii U
Game
Section
Playable Characters
Submitter Random Talking Bush
Size 3.08 MB
Format ZIP (application/zip)
Hits 37,341
Comments 26

Download Zip Archive
Download Zip Archive
Zip Contents[13]
  • Mario Tennis Ultra Smash/Mario/images/mario_all_alb.png
  • Mario Tennis Ultra Smash/Mario/images/mario_all_nor.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eyeball_alb_l.1.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eyeball_alb_r.1.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eyeskin_alb.1.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eyeskin_alb.2.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eyeskin_alb.3.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eyeskin_alb.4.png
  • Mario Tennis Ultra Smash/Mario/images/mario_eye_nor.png
  • Mario Tennis Ultra Smash/Mario/Mario.FBX
  • Mario Tennis Ultra Smash/Mario/Mario.SMD
  • Mario Tennis Ultra Smash/Mario/Mario_OpenCollada.DAE
  • Mario Tennis Ultra Smash/Mario/Tag.txt
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May 1, 2022, 3:00 PM
Bad game, yet good model.
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Nov 26, 2020, 10:41 AM
In Blender Mario have Black eyes and the hairs are... Strange
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Oct 6, 2020, 2:45 PM
@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.
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Apr 29, 2016, 4:51 PM
@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.
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Apr 29, 2016, 12:54 PM
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.
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Dec 17, 2015, 2:54 PM
@Random Talking Bush Could you please upload Peach's model from Mario Tennis Ultra Smash, please? I want her so badly.
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Nov 27, 2015, 12:54 AM
@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
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Nov 26, 2015, 8:56 PM
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...
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Nov 26, 2015, 8:35 PM
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.
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Nov 26, 2015, 8:10 PM
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.)
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Nov 26, 2015, 7:59 PM
How awfully quick!!
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Nov 26, 2015, 5:36 PM
Fixed now, Thanks.
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Nov 26, 2015, 5:28 PM
yes. you fixed it
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Nov 26, 2015, 5:15 PM
*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.
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Nov 26, 2015, 5:03 PM
The SMD versions also have the same issue as @irastris
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Nov 25, 2015, 7:59 PM
@Random Talking Bush: Alright, that's similar to what I was thinking, thanks again!
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Nov 25, 2015, 5:46 PM
@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.
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Nov 25, 2015, 5:41 PM
@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?
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Nov 25, 2015, 4:58 PM
@Random Talking Bush: Thank you! The FBX works, however the SMD format still has the issue. That's no problem for me, though.
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Nov 25, 2015, 2:29 PM
@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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Nov 25, 2015, 2:19 PM
@Random Talking Bush: I also just noticed this when moving both the hip bone and thigh bone. Is this an issue with your script or the original model?

Posted Image
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Nov 25, 2015, 1:36 PM
@Random Talking Bush: Well damn it, I've been sitting here for 3 hours deleting parts that stuck out. :P Thanks for letting me know!
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Nov 25, 2015, 12:34 PM
@Irastris: Scale the "hair_root" bone down to a low or 0%. That's how Nintendo does so for the model in-game, the hat isn't set up as a bodygroup this time around.

Not sure what I can say about the DAE, they're awfully finicky even though I used the "OpenCollada" variant which is supposed to have better compatibility...
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Nov 25, 2015, 10:55 AM
In the .SMD version, Mario's hair is sticking through the hat and it can't be removed without editing the model.

Also, the .DAE version gets completely wrecked when trying to import into Blender.
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Nov 25, 2015, 3:27 AM
THAT WAS FAST! OMG!
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