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.
Looks awesome! I especially like the dual miniguns
Heh, people shouldn't be so up in arms about polycounts. SWBF's zeroengine can handle upwards of 10,000 tris per object (as needed). As it is for modern Graphics cards, basically anything GeForce 7950 GT and up, you can have upwards of 2million tris on screen at once. The real meat of render power goes not towards polygons, but towards the shader stack/options, and texture options. Only Intel GMA based chipsets choke on polygons. Polygon optimization is important, but not as much as people think it is.
Also if the extra polygons help define shapes better or allow better use of normal maps, then by all means add them.
A good debate on the need for optimization of polycounts. Read it if interested, makes for good learning.
destos wrote:well, if you were to ask me this is my favorite thing I've made in XSI so far in the short time I've been modeling, this vehicles turned out better then i expected, except for the skin (which I'm still trying to find some better skins for it)
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and here is what i based my model off of, incase you were wondering (and yes i didn't want it to look exactly the same, since i never wanted it to be an exact copy)
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Whats the vehicle its based off from? (Tom Clancy's) Endwar?
Heh, people shouldn't be so up in arms about polycounts. SWBF's zeroengine can handle upwards of 10,000 tris per object (as needed). As it is for modern Graphics cards, basically anything GeForce 7950 GT and up, you can have upwards of 2million tris on screen at once. The real meat of render power goes not towards polygons, but towards the shader stack/options, and texture options. Only Intel GMA based chipsets choke on polygons. Polygon optimization is important, but not as much as people think it is.
Also if the extra polygons help define shapes better or allow better use of normal maps, then by all means add them.
A good debate on the need for optimization of polycounts. Read it if interested, makes for good learning.
maybe
the discussion from the link doesnt conclude that its good to spam polys, it concludes that its sometimes more effective to leave some polys instead of cutting the polycount down excessively..
but battlefront can handle much more than the shipped models give and idea of..
Pretty good animation for the tri-droid forcemaster, a little bit of sliding but still impressive.
Polycount Discussion*
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Poly spam is never good, as optimization is needed to make it easier to work with, and have it game ready and engine workable. 2million is a rough ballpark measure and is usually only for an high poly to bake normals off of, or for an entire scene. But as D.U.C.K said, excessive cutting of polygons can hurt more then help, mostly if you destroy overall quality and appearance just to gain 2-3 frames per second on one scene. If you can gain 15-30 frames then by all means cut polygons. Polycount optimization is also engine dependent, some engines tolerate and render out geometry more efficiently then others. Quake engine and its derivatives are very good game engines at rendering out complex scenes at high efficiency. Rockstar's RAGE engine on the other hand, not so much. However there are also mitigating factors such as what else the engine will have the GPU and CPU handling at any given moment, such as physics, AI, procedural tasks, etc. Zeroengine is a more middle ground engine, limited but capable of great things at decent efficiency.
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On a side note, if anyone wants to continue this discussion we could start a new topic for it.
[quote="kinetosimpetus originally"]Imperial Swamp Trooper
(JK2:JO / JK3:JA MP) [/quote][quote="obiboba3po"]Its a nice start
Could definitely use many more scratches on his armor, and perhaps a little more detail on the gadgets on his head and arms. [/quote]
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separated the wrist device and shoulder textures, added to the wrist texture, added a scratch layer.
kinetosimpetus wrote:thanks any further suggestions?
hmm regarding the scratches, you could probably use a few more "streaky" scratches, ie: lines instead of blotches. also, there seems to be a little detail lacking on the side of his helmet (ridges or something) but at the risk of contradicting my previous statement against being 500% cannon all the time, i won't say it's necessary to make him look exact.
destos wrote:idk if it's just me, but he seems pretty flat chested, no not in the bad way (get your minds out of the gutter for petes sake =P)
im just saying shouldn't their be a slight change from stomach to the upper torso in diameter? maybe it's just me though.
ahh yes i see what destos is saying. The reference kind of has his lower stomach a bit thinner than his upper torso, my guess would be to make him look more muscular in his upper body. It's not that big of a difference but it could give it that extra touch of realism, as some stock models are a bit dull.
Edit: I really notice it now, the current model looks rather rectangular or "tube-ish" (bear with me lol) and definitely could use a bit more dimension to him.
yeah it does look kinda like the dc17 pistol from the side, its like that in the stock rep sniper rifle, i just chopped off the rear stock, and drastically shortened the barrel