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Re: Model showcase thread Part II

Posted: Fri Jun 13, 2008 4:55 pm
by Blade
1z2x3c wrote:tip... on the top of xsi there is a mode tap ur set for mod tool change it to xsi defalt ok.. it helps a lot...
Wait, does that put it in the same format as Foundation? If it does, I might actually be able to figure out the tutorial! Ah ha, the power :maulsaber:

Re: Model showcase thread Part II

Posted: Fri Jun 13, 2008 6:05 pm
by redgroupclan
Lol theres an awesome video tutorial that I learned from...NOW i just need to learn how to frickin texture...

Re: Model showcase thread Part II

Posted: Sat Jun 14, 2008 6:48 am
by wazmol
redgroupclan wrote:Lol theres an awesome video tutorial that I learned from...NOW i just need to learn how to frickin texture...
http://www.gametoast.com/forums/viewtop ... 36&t=13539

Re: Model showcase thread Part II

Posted: Sat Jun 14, 2008 11:22 am
by Teancum
1z2x3c wrote:
Hidden/Spoiler:
Image
ok ... my fith modle.. i made it for tean... but i cnat texter so... im looking for some one to do that. And to make it a msh. Also does it need collison geometry
Lookin' really good man, sorry I haven't replied to any PMs on it, but I do follow this topic.

Re: Model showcase thread Part II

Posted: Sat Jun 14, 2008 7:13 pm
by redgroupclan
What is it supposed to be? A school? Thats what it looks like. :P

It seriously feels like Ive seen that somewhere before...

Re: Model showcase thread Part II

Posted: Sat Jun 14, 2008 7:17 pm
by Fingerfood
:lol: Looked kind of like the MIB building to me! :P

Re: Model showcase thread Part II

Posted: Sat Jun 14, 2008 11:19 pm
by tsurugi13
I think It might be for rep's "dynamic map" idea. It's in the general board. I should probably get to work on a building of my own.

Looks good btw!

Re: Model showcase thread Part II

Posted: Sat Jun 14, 2008 11:31 pm
by 1z2x3c
ha.... good ideas guys ... but wrong again..its for his Bothawui map... im going to do a few others as well.. tall ones.. but not much in side probalbly... doing insides can be a pain. and i was thinking about getting a block on that dinamic map.

Re: Model showcase thread Part II

Posted: Sun Jun 15, 2008 9:20 am
by Fluffy_the_ic
1z2x3c wrote:ha.... good ideas guys ... but wrong again..its for his Bothawui map... im going to do a few others as well.. tall ones.. but not much in side probalbly... doing insides can be a pain. and i was thinking about getting a block on that dinamic map.
That's why the closest thing to an inside my house has is a cut-in ramp! :funny2:

Re: Model showcase thread Part II

Posted: Sun Jun 15, 2008 6:04 pm
by Blade
Well, I decided to try modelling again (by again I mean the last time I tried, I was nearly eaten by my own cube...) and here's my first, erm... model...

Image

I know nothing special, it's a sort of hut/bunker/small building (the type people always say bf2 needs more of, and I agree). It may not even be the right size... as I do not know the scale of things in XSI (What was it... 3 feet per unit thingy?) I may have just made a fortress... but I guess that can be changed in the msh if needed... I know I need to reread the tuts on texturing, and until I get it figured out, most of my models will probably have pretty simple textures, so prepare for a lot of stone-work and clay from Blade!

Urgh, ImageShack hates me... I might just post a link to it... sorry.

Also, quick question. If I made like a big Spire-type-thing (basically a big cylinder), how would I make it hollow? I'm hoping this isn't too terribly hard... but, hey, I'll deal with it :music:

Re: Model showcase thread Part II

Posted: Mon Jun 16, 2008 2:00 pm
by Blade
As no one else has posted, I'll post my second model. This one, in my opinion, is loads better than my first. Again, I'm not sure if I scaled it right to fit perfectly in Battlefront 2.

Image

And a wire-frame. (This was made completely with cubes and cylinders :P )

Image

For those of you with no imagination what-so-ever ( :funny2: ), it's a rather primitive castle, with four walls, four towers (No, not enterable, yet...), lots of little rampart barrier thingies, and a small keep with a door and a window. I know it's not much, I'm thinking about getting a different texture for it, though. It (the texture) looks a little bit too straight and uniform to me to be an ancient castle...

Re: Model showcase thread Part II

Posted: Mon Jun 16, 2008 4:11 pm
by DarthD.U.C.K.
looks nice (especially the castle)

some of my last models with my first textures:
claws:
Hidden/Spoiler:
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doublebladed weapon of the royalguards (with my very first texture):
Hidden/Spoiler:
Image
Urai Fen's blades (from EAW:FOC with my fifth texture):
Hidden/Spoiler:
Image
backhandkatana:
Hidden/Spoiler:
Image
EC-grenades (with my fourth texture):
Hidden/Spoiler:
Image
Sonic-grenade(with my third texture):
Hidden/Spoiler:
Image
LCVP (WW2 landingboat with my second texture):
Hidden/Spoiler:
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the meeleweapons will be released this week alongside with the other katanas, so be prepared :D

Re: Model showcase thread Part II

Posted: Mon Jun 16, 2008 6:55 pm
by Taivyx
Holy crap! Those are all really sweet, especially the placement of the claws
Superb job, Duck, kudos to you :)

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 12:44 am
by 1z2x3c
ok... who can guess what gun this is... i blacked out the name at the top!
Image
and its not yet finished so yay....

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 7:30 am
by Taivyx
Gonna be the Scar-L, hooray, love that gun! :D
Was gonna make a Scar-H but decided not to in the end.

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 1:31 pm
by RepSharpshooter
That looks good, just watch your polys.


Ok I need help:
Image
I modeled this 2-3 years ago, and I'm pulling it out again for BF2. Is there any way I can make the skin better? I'm at a loss as to how. I did make it more saturated than the original. Please, any suggestions, I'll take.

(perhaps I should bake it to texture using this lighting? without the specular it looks like crap)

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 2:54 pm
by Blade
@Rep- Personally, I think a darker, less pastel-ish shade of green would be better for the parts that are, well, green :P . I personally think it would just look more sleek with a darker shade.

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 5:44 pm
by redgroupclan
That looks like the hovercraft from Rends Coruscant City map. Is it?

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 6:56 pm
by Taivyx
Darker, less saturated would make it better.

@redgroupclan: Yes it's the same vehicle, only it's Rep's model

Re: Model showcase thread Part II

Posted: Wed Jun 18, 2008 7:35 pm
by Grev
RepSharpshooter wrote:That looks good, just watch your polys.


Ok I need help:
Image
I modeled this 2-3 years ago, and I'm pulling it out again for BF2. Is there any way I can make the skin better? I'm at a loss as to how. I did make it more saturated than the original. Please, any suggestions, I'll take.

(perhaps I should bake it to texture using this lighting? without the specular it looks like crap)
I would fix the engine... Looks black with multicolored dots.