[WIP] RevanSithLord's General Models Thread(Open To Request)

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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JabbaLovesLava
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by JabbaLovesLava »

Maveritchell wrote:It's a major pain in the rear because you're trying to texture incorrectly. Texturing doesn't work by selecting a part of a model and texturing just that. You texture the whole polymesh at once.
That's not necessarily true Mav. While it's true that it's better when it comes to gamin to have 1 texture for the whole polymesh, it does not mean it's a requirement.
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by Maveritchell »

JabbaLovesLava wrote:
Maveritchell wrote:It's a major pain in the rear because you're trying to texture incorrectly. Texturing doesn't work by selecting a part of a model and texturing just that. You texture the whole polymesh at once.
That's not necessarily true Mav. While it's true that it's better when it comes to gamin to have 1 texture for the whole polymesh, it does not mean it's a requirement.
I didn't mean that you could only have one texture per mesh - I was just saying that you can't texture parts of a merged polymesh individually - you can only texture individual meshes or polymeshes. You can definitely have more than one texture per model (see: almost any given prop in the stock worlds folder).

And RSL, you need to make sure it's not just the mesh by itself that you export, even if it will just be a prop. It still will need, at the very least, a collision mesh, and you might want to have hardpoints to attach effects to as well.
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by RevanSithLord »

Right. Okay. :D
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by AceMastermind »

....I was just saying that you can't texture parts of a merged polymesh individually....
You can apply a texture to polygons individually on a polymesh and it will work ingame, that's what Bandus texturing tutorial is based on(multiple clusters on a single polymesh).
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by Maveritchell »

AceMastermind wrote:
....I was just saying that you can't texture parts of a merged polymesh individually....
You can apply a texture to polygons individually on a polymesh and it will work ingame, that's what Bandus texturing tutorial is based on(multiple clusters on a single polymesh).
I think we're speaking apples and oranges. I know you can texture the individual meshes that make up a polymesh - I've done it. I'm just trying to point out that you can't select random faces of a polymesh and texture them, unless they're a polygon unto themselves. I said that because that's what it sounded like RSL was doing.
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by FragMe! »

Just because I have spent way to much time retexturing things lately this may help.

Models that use mutiple textures will have the different clusters or polygon, sometimes even just materials listed under the clusters section of the model. See picture. In this example the whiter hilighted bit is associated with the side of the car. If I select the material that is there and press delete it removes the texture then by selecting the ploygon heading the going into the render tab and choose the texture under Get I can apply a new texture to just the side of the car.
I don't know if that explaination is as clear as mud but it something to play with. Remember back up early back up often :D
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by RevanSithLord »

Thank you! Lemme try this out. :D
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by RevanSithLord »

Update: Might not be much of an update, but I lightened up some of the texture on various parts. Going to apply different stuff to each, such as the shield generators in the rear, a bridge-ish texture to the ... bridge, and as for the turret places, well... eh. The turret positions are fine. But I'm gonna have to work hard to make it look better. Here's a pic of the current lightened up textures to represent the future texture changes that will be underway soon.

Image

Yeah, it may still be that big grayscale mass, but I will change all of that soon. :P Just thought I'd give info on what will change. As for my ARC Hammer. I don't know what to do for that one. I don't want the EAW look for the whole thing. I moreover what my own rendition of it regarding color and looks. The hanger part that's suppose to go on the bottom... sorry to say, I've gone this far, don't wanna screw it up. It's probably going to be a static anyways. Like my Doomgiver is going to be a static and possible siege ship. (Can add turbo lasers on it if anyone wishes.)
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by Grev »

Nice! On the first page, you have a picture of a bunch of large republic ships. Any chance of you making that really huge cool looking one? :P

Nice job, really amazing!
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by RevanSithLord »

I could try, but no guarentees cause it's really big.... bigger than an Executor I think, but moreover in tallness than wideness. I'm probably going to make a few of those Republic cruisers so that modders have more to choose than a Venator or Acclamator-class ships.
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Re: [WIP] Expanded Universe Capital Ships and Frigates

Post by RevanSithLord »

Updating this thread with just models in-general. I just made a new Assault Cannon. I'm not really happy with the weapon stock, though, so I need to re-make that real-quick. The rest I'm happy with, though. If someone can guide me through texturing a little more, as texturing weapons in XSI isn't exactly my forte'. I'm willing to eventually get my weapon in-game so that people everywhere with Dark Troopers, or just for the love of having an Assault Cannon from Dark forces, people can have fun with it until a better one comes out.

I was going for the classic banana-clip, 5-cannon combo on my model. I'll resize once I get everything all good.

Any suggestions on how to make a better buttstock on the weapon? The front I am proud with (though it can still use improvement, which I will get to)... just the buttstock I am not happy with at all. I'll take any great suggestions on how to make it look 'synthetic' but still has the general idea behind a buttstock. The buttstock is my own addition. I might make it look retractable too. So, might be two versions of the weapon. One with, and one without.

So, buttstock suggestions and better texturing help. Thanks if anyone can help. Here's my current progress. Pretty far with the model itself, I must say.
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Image
The buttstock is just butt ugly, in my opinion. I am open to suggestions to make it better, though.
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Re: [WIP] RevanSithLord's General Models Thread(Open To Request)

Post by Silas »

Like you, the butt of the gun is..well..not good.(you're not alone though, I can't make gun ends at all either :( ) But the front of the gun, and the entire concept, is great though. That bit at the top kinda doesn't fit, but the rest is nice. I'm sure plenty of maps could easily find a place for it.

This is my first time reading this thread, and I have to say your models are very nifty, to use a fun word. I really like that ship above, did you ever get that ingame?
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Re: [WIP] RevanSithLord's General Models Thread(Open To Request)

Post by DarthD.U.C.K. »

make a blocky grip first then add more edges until you get a good result
the rest looks pretty good
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Re: [WIP] RevanSithLord's General Models Thread(Open To Request)

Post by AceMastermind »

You can loft some curves to make a nice gun stock really quick then bevel the edge loop on the back to add some roundness.

Edit
http://softimage.wiki.avid.com/xsidocs/ ... Curves.htm
http://www.digitaltutors.com/store/video.php?vid=635
http://softimage.wiki.avid.com/xsidocs/ ... onents.htm
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Re: [WIP] RevanSithLord's General Models Thread(Open To Request)

Post by RevanSithLord »

Silas wrote:Like you, the butt of the gun is..well..not good.(you're not alone though, I can't make gun ends at all either :( ) But the front of the gun, and the entire concept, is great though. That bit at the top kinda doesn't fit, but the rest is nice. I'm sure plenty of maps could easily find a place for it.

This is my first time reading this thread, and I have to say your models are very nifty, to use a fun word. I really like that ship above, did you ever get that ingame?
Thanks. And no, I didn't ever get it in-game. I'm not good or remotely capable of figuring out how to do it. Then again, the mind says, 'If you can't do it. It's because you think you can't do it.' I'm sure they have too many polies anyways. Unfortunately I had to recover my system, so I lost them. :( I can make them again, though... no problem.

Thanks Ace! Really helpful. I'll see what I can do. :D
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