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Super Smash Bros. Ultimate
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Super Smash Bros. Ultimate
Super Smash Bros. Ultimate
Mii Costumes
Assist Trophies
Stage Elements
Console Genre Developers
Nintendo Switch Fighting Developer coming soon!
Pending Models: 22
  • Cubone
  • Driftloon
  • Dugtrio
  • Electivire
  • Emolga
  • Fish
  • Helioptile
  • Hoppip
  • Magnemite
  • Magnezone
  • Milotic
  • Polar Bear
  • Sans Mask
  • Sans Outfit
  • Skarmory
  • Snorunt
  • Snover
  • Tingle
  • Ultimate Chimera
  • Whimsicott
  • Yveltal
  • Zapdos
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Jan 23, 2020, 2:15 AM
yeah, imagine requesting in the comment section
Jan 22, 2020, 11:23 AM
Anyone planning to actually follow the rules and not request? It's not like there's a warning right where you are typing or anything.
Jan 21, 2020, 1:08 PM
Anyone planning to upload Kirby's Model?
Jan 21, 2020, 7:24 AM
Corrin's (female at least) face uv map is broken. In blender all the vertices are in one point at the bottom left. That's why is appears light brownish.
Jan 19, 2020, 1:24 AM
Oh god, I can't believe Cuphead is a costume.
Jan 18, 2020, 10:59 PM
Man, I can't wait to see Byleth here /s
Jan 18, 2020, 9:16 PM
Wow, almost 2 years after the release of Smash Ultimate and still no Mr Game and Watch.
Jan 18, 2020, 9:13 PM
has anyone been able to rip spiral mountain?
Jan 17, 2020, 10:59 PM
CUPHEAD IS A MII COSTUME NOW!!!!!!!................oh and Byleth is the next dlc fighter btw
Jan 10, 2020, 12:06 AM
@L.O.O.P I recommend blender 2.8. The new eevee engine is perfect for getting a good mockup of ultimate's rendering. If you're looking to get the hair specular to form in the right shape, I recommend SI_Silicon's shader node found here:

To use it you'll have to start a new project and append the nodetree [or the whole material] from the blend file. Custom nodes like this can be found in the "groups" subsection when adding a shader node.
Jan 9, 2020, 10:19 PM
just saying, how can i render the tposes and all that?
Jan 8, 2020, 1:38 PM
@Starman_Platinum I really don't understand how it's hard to find
Jan 7, 2020, 12:17 AM
@IekTheWubbox apparently they are all already in a forum thread, but I dont know where to find them specifically
Jan 6, 2020, 2:20 AM
I'm looking forward to Mega Man's model getting uploaded!
Jan 5, 2020, 5:04 AM
is there some kind of video game reason as to why the mouth and eyes for some character are their own seperate meshes instead of animating the emotions on a single mesh?
Jan 1, 2020, 4:25 PM
@SpaceAnimal there's Blender too.
Dec 26, 2019, 11:48 AM
@SpaceAnimal well there's 3ds max
Dec 26, 2019, 12:46 AM
@ninetalescommander I'm sorry for bothering you, but do you know a program that I can use to view these models?
Dec 26, 2019, 12:23 AM

There also might be problems with the model or parts of it like problems with the rigging that can be difficult to spot or fix, as was said in the latest update.
Dec 23, 2019, 2:12 PM
I would say it boils down to 2 factors
1. It actually takes quite abit of time just to gather all the assets for 1 character. Just doing the character by themselves isn't too hard but when you also have to include all tools involved with their moveset, it can take time. Also, even after all that, if the model was uploaded by a regular member like myself, they need to go through the approval process.
2. All of the models are on RTB's thread on the forums, you do still need to obtain them from the files but it's easy to do. My guess is because people have obtained them via that method, demand on this page has decreased.
Dec 23, 2019, 12:02 AM
Not to be rude, I am a clueless moron. But why hasn't all fighter models been uploaded?
Dec 22, 2019, 12:56 PM
How on earth is sans costume still pending after all this time
Dec 20, 2019, 10:15 AM
What part of "This is not the place to make requests" don't people understand?
Dec 7, 2019, 10:20 PM
Happy 1st Anniversary!
Nov 27, 2019, 8:36 PM
@Super Mario Smash 322
You don't need 3DS Max, I don't use it and I've got all the models.
I would gladly upload them but as I don't know how to make the textures I mentioned in my previous post, they'd just get rejected.
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