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.
kinetosimpetus wrote:I didn't work on the hood yet, but here's an open variation
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The cloth mesh loses a few polies and the texture is altered some more...
That's a really nice model, I especially like the open robe.
Haven't posted anything here for a while, so I decided to crack out another model:
The STG-44/MP-44 German Assault Rifle
MshViewer:
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Wire:
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Let me know what you guys think!
Offtopicish: Fai and bob I can send you this and that M1 Garand whenever you want, I set up the odfs too already. Also, would you be able to send me that German helmet model and the german pistol in return?
That guy always reminds me of Spy vs Spy from MAD magazine. Looking good though.
This doesn't totally come under show case other than the re-uv mapping and creation of the light but...
Fun things to do with lights with attach odf and effects. The orange light is a beam attached to a ZE animated object (can do the same thing with attaching an odf but don't get the lens flare). The pulsing lights on the wall are just the thobbing texture flag and the red pulsing light that can be seen on Boba is an attached odf.
Oh and before you ask it is part of a map that hasn't made it to WIP status yet.
kinetosimpetus wrote:I didn't work on the hood yet, but here's an open variation
Hidden/Spoiler:
The cloth mesh loses a few polies and the texture is altered some more...
That's a really nice model, I especially like the open robe.
Haven't posted anything here for a while, so I decided to crack out another model:
The STG-44/MP-44 German Assault Rifle
MshViewer:
Hidden/Spoiler:
Wire:
Hidden/Spoiler:
Let me know what you guys think!
Offtopicish: Fai and bob I can send you this and that M1 Garand whenever you want, I set up the odfs too already. Also, would you be able to send me that German helmet model and the german pistol in return?
We have Jedi_Pilot on the team now. He will work with me on weapon models, so we wont need the weapons you have made. We could still exchange models though. Bobfinkl got both models, im sure he can send it to you. You dont have anything we need yet, but im sure we could use some of your models later. (mostly props i guess)
FragMe! wrote:That guy always reminds me of Spy vs Spy from MAD magazine. Looking good though.
This doesn't totally come under show case other than the re-uv mapping and creation of the light but...
Fun things to do with lights with attach odf and effects. The orange light is a beam attached to a ZE animated object (can do the same thing with attaching an odf but don't get the lens flare). The pulsing lights on the wall are just the thobbing texture flag and the red pulsing light that can be seen on Boba is an attached odf.
Oh and before you ask it is part of a map that hasn't made it to WIP status yet.
Upper section of a Mygeeto tower from a map I'm making for Mande. Comm relay on the top imported from stock mygeeto, textures used are stock/based on stock ones.
haven't added in battle damage yet.
No doubt, looks absolutely amazing. This kind of props make a whole new map which will have a complete new, but still sort of recognisable environment i think
Skyhammer_216 wrote:Upper section of a Mygeeto tower from a map I'm making for Mande. Comm relay on the top imported from stock mygeeto, textures used are stock/based on stock ones.
haven't added in battle damage yet.
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nice. i like it. it'll definately give some variation to a mygeeto map
nice texture too
@Sky: That's looking really great. Looks better than the stock models fo sho. Incidentally, I had been looking for mygeeto assets on the internet a few hours ago
@Frag: Extremely simple but very ingenuous. Way to go!
Got the basic Mygeeto tower (based on RotS ones) done....will make a few variants, and of course there's lots of battle damage to add. Ingame each tower will be made up of several objects.
Concrete level is the actual platform (level with rest of city....for most towers), ground floor is modified (and simplified) central building from stock mygeeto, below ground floor is the tower's "base", which hangs over thin air.
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Close up of the ground/base/"below ground" floors. Door on ground floor will lead to interior, doors on below ground just for decoration.
@Fiddler: the picture's you gave us are really hard to decipher. I know what it is but the proximity of the cropping creates too much noise. Just show us a picture straight out of XSI.
This is what I've been working on for the past few hours. I took a Mygeeto bridge segment and doubled its width and now I've been carving out trenches and craters. I'm hoping to make a trench warfare style map out of it.
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Obviously, I haven't completed it but this is just an idea of how its starting. Constructive criticism is much appreciated. Compliments would be nice.
Nice trenches, are they going to be tall enough that you can't "go over the top"
Also are you keeping the fall to your doom holes in the middle?
Here is an updated version of the light, this one is an animated prop. And although you can't really see it just the inside part turns and the outside plastic bit and the base are stationary as opposed to the other version where the whole thing rotated.
As well is a hallway that I have been working on for my new map. And for those of you who like construction details this hall was created from a grid primitve and extruded along a curve, in this case a big arc.