Model showcase thread Part II

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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Maveritchell
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Re: Model showcase thread Part II

Post by Maveritchell »

That's going to be difficult to tell walls from floor from ceiling if you have it textured all one texture like that.
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Re: Model showcase thread Part II

Post by Caleb1117 »

Well I'm improving the Old Republic Hammerhead model now, I think it needed it.

Since I have a .msh of the Original KotOR model, (ported by the Russians) I'm using it as a refrence, which is about as close of one as I could get. It's real handy to have a 3D refrence, it's way better then using 2D images.

This is what I've got so far:
Image
Image
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Image

I still need to remodel, and add the gun turrets, add some stuff underneath the main part of the ship, some sensor things that are behind the head, and add a bunch of further detail, little lumps and such.
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Re: Model showcase thread Part II

Post by AceMastermind »

Caleb1117 wrote:It's real handy to have a 3D refrence, it's way better then using 2D images.
Very true, It looks great man, you should remove the excessive edge loops that don't affect the shape of your geometry though.
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Re: Model showcase thread Part II

Post by computergeek »

Also Caleb, your previous version of the Hammerhead ship was WAY too small
Well, I guess it was made for a ground map
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Re: Model showcase thread Part II

Post by RepSharpshooter »

Looks good! Also the back of the engines can be 1 poly, not a bajillion. Filtering polies or whatever may fix that though.
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Re: Model showcase thread Part II

Post by Caleb1117 »

computergeek wrote:Also Caleb, your previous version of the Hammerhead ship was WAY too small
Well, I guess it was made for a ground map
Yea, I've fixed that, I'd say it's now about 5 times the previous size.
RepSharpshooter wrote:Looks good! Also the back of the engines can be 1 poly, not a bajillion. Filtering polies or whatever may fix that though.
Yea, I just remade the cylinders with that many, so I could easily, and conveniently Extrude those little things off the back, and to shape the fronts of the main engine. I'll definitely be reducing the poly's when I'm done, or before I texture.

Also, it'll have a new texture.
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Re: Model showcase thread Part II

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Re: Model showcase thread Part II

Post by RepSharpshooter »

Looks good, I suppose it's all wobbly like that because it's supposed to be artistic.

What character were you making?

Gold?

Probably was another derivation of this kanji though.

FYI: 私は 日本語を 少し 話します。
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Re: Model showcase thread Part II

Post by Caleb1117 »

It is finished!
I spent all my free time today, making the texture and applying it, but I'm quite please with the result.

Image
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Notice the two sensor arrays on the belly, and behind the head.
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It's improved alot, since the last version. :P
Hidden/Spoiler:
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And amazingly, the new model only has 2k more tri's then the old one, I thought the old version was lower poly then it was.
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

Sweet!
My new DMI house, when it's done, I'm gonna need someone with the full exporter to export it for me, though. It sorta is gonna have probably about 7 different UV maps as well as cubic.
EDIT: Sorry, I habitually pressed "Submit" and my computer tends to open XSI really slowly at night, so maybe I'll post it tomorrow.
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Re: Model showcase thread Part II

Post by xXxINSANITYxXx »

Ok, its a camo screen, like the ones the marines through over their truks... well, this ones for hiding a secret base, or what ever u want to us it for, after i make like a bunch of random stuff, ill reales them in a moddle pack

Image
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Re: Model showcase thread Part II

Post by Maveritchell »

Image

Just for giggles.

Edit:
Hidden/Spoiler:
Image
Texturing made easy by highres stock photo.
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Re: Model showcase thread Part II

Post by MandeRek »

Maveritchell wrote:Image

Just for giggles.

Edit:
Hidden/Spoiler:
Image
Texturing made easy by highres stock photo.
Holy macaroni!! Mav', Caleb.. You guys are amazing.. Moddeling like that, that fast.. Fantastic work on the Hammerhead Cal, you've got my deepest respect :thumbs:

And Mav', as always, REALLY nice :)
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Re: Model showcase thread Part II

Post by MasterSkywalker »

Edit:
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Image
Texturing made easy by highres stock photo.[/quote]
Isn't it illegal to use other textures without permission?
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Re: Model showcase thread Part II

Post by Caleb1117 »

Not Internet textures, if someone posts them on the Internet, it's pretty much a go wild card.
90% of my models use textures from the Internet, as I'm certainly not a texture artist.
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

Uhhhhh... What is it? Sorry about my lack of knowledge on the subject, I just don't know that much about fighters.
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Re: Model showcase thread Part II

Post by MasterSkywalker »

Caleb1117 wrote:Not Internet textures, if someone posts them on the Internet, it's pretty much a go wild card.
90% of my models use textures from the Internet, as I'm certainly not a texture artist.
I think it would be wize to either recruit a texture artist or do it yourself, because you're never guaranteed If the textures are actually legal. Childporn is also on the internet, but is it legal? No. (It's disgusting)
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Re: Model showcase thread Part II

Post by HobGoblin_264 »

Dude it's legal, using pictures on the internet is perfectly fine. Many people do it for most of the models we use today. I would be surpriesed if many stock models use some from the internet.
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Re: Model showcase thread Part II

Post by Teancum »

I doubt that. No smart dev/publisher would ever want to risk it.
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Re: Model showcase thread Part II

Post by Caleb1117 »

Fluffy_the_ic wrote:Uhhhhh... What is it? Sorry about my lack of knowledge on the subject, I just don't know that much about fighters.
Old Republic Aurek Fighter.
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