SWBF Series Model Showcase Thread 5th Edition

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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AQT
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by AQT »

Short, stout, and compact! Looking great so far, WULF. :D
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lephenix »

Cleb wrote:Wow, that looks amazing!!! :faint: You are an amazing modeler, Lephenix! :) :thumbs:
Thanks a lot :P . I am heavily motivated about the project, and i try to do my best 8) .

Thanks WULF.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by LEO »

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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lephenix »

Nearly done:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

wow, really cool!
are you going to add wear and scarring to the edges?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lephenix »

DarthD.U.C.K. wrote:wow, really cool!
are you going to add wear and scarring to the edges?
Thank you my friend, nice to see you again, and yes it is planned :P . Also fix some normal maps and uvs issues (like on the front cylinder).
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cleb »

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Re: SWBF Series Model Showcase Thread 5th Edition

Post by LEO »

this is beta. i'm going to make it better and more detailled. but thank you for your rate
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cleb »

On the oval thingy you should get rid of some of those lines, they will just lag the game and besides you can't see that much detail in battlefront like most circular things in bf are actually more hexagon shaped or maybe dodecagon shape. :wink: Somewhere around that.
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Self Created Flyer

Post by LEO »

Heres my next model
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EDIT
Now Textured
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EDIT 2
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Render in own Programm
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This model is not ready to export. I have to spend more time in it to texture it. And maybe i have to start using references because i never did this
Last edited by LEO on Fri Jan 04, 2013 11:52 am, edited 3 times in total.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Loopy53 »

The plane looks great but the nose points down too sharply. I would decrease the angle of it. Otherwise, great!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by LEO »

Thanks :D
This and any other model i've posted is nothing i want to use for a map that willl be released. They are just training.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

Looks like a nice start, but it doesn't look a thing like any Airbus I've ever seen. :o
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cleb »

Did he say it was an airbus? It might be an airtruck or aircar for all we know. :o (or even the rumored and feared airtrain :shock: ) Cool models by the way. :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

It says in the post subject. ;) (I know right? Like nobody ever freakin looks in the not-first-post subject field! :o I only did by accident 'cause 'twas browsing on my phone and junk.)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Loopy53 »

http://www.youtube.com/watch?v=aqa69Zot ... e=youtu.be

a short video of my atlatl WIP. needs the "sword part" that points downwards and then the ball and a texture!

EDIT: Here is an image of my custom medic kit, repalces the default pickup.

Image
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Bob »

Alpha of an underhanded Chaingun (with missiles).
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Grips will most likely need realignment.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

It's a really good start Bob. However it has the very same issues my first weapon models had, like my take on the Chaingun. forums/viewtopic.php?p=420021#p420021

The cylinders have too many sides to them. You're probably thinking; "But THEWOOFMAN! If I reduce the side count then it will look all blocky ingame! O: o: O:" which is what I thought at the time as well. Turns out it's really hard to tell how smooth a cylinder is ingame after a certain number of sides.

Each of the barrels should be no more than 10 sides each. Each of the 3 cylinders towards the end of the barrels should be only 14-16 sides at max. And so on.

One might say that one weapon model with 2.1k tri isn't going to make much of a difference. Maybe. But not only is it good practice too keep tri counts down, it can help out lower end computers.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Bob »

Thanks for the advice, lupus humanus, I'll turn the count down.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lephenix »

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I call it done for now 8) .
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