SketchUp Models

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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[Padawan]Helkaan
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Re: SketchUp Models

Post by [Padawan]Helkaan »

Random Bespin props made for fun.
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Re: SketchUp Models

Post by Anakin »

nice can you add an elivator to the one up left?
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Re: SketchUp Models

Post by Eaol »

I've been gone for a while, and in that time I released a massive mod for this old game called Lego Rock Raiders - with new textures, gameplay, sound, some effects, and so on. It can be found on Rock Raiders United forums in the Overhaul mods section, titled "Axel's Mod 1.5".

Anyway, so I got bored with that game after I made the mod, and so I decided to play some Star Wars: Republic Commando. I was going through it and at some point I realized I couldn't play it with the texture quality set so high (my computer sucks). So I lowered the quality as low as possible for textures while keeping everything else at maximum. It played smoothly, but it reminded me of my SketchUp models.

I was thinking about that and was suddenly realizing once again how poor my Star Wars SketchUp models are, especially my Acclamator I Assault Ship's interior. I decided to start modelling this stuff again, not to look like Republic Commando necessarily, but to look more professional - I'm using more reference, from photos to screenshots to drawings, and I just wanted to show you guys an image.
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It's the hangar on a Republic Acclamator I-Class Assault Ship. Usually things get bad when I start texturing them but I'm going to try my best here to deliver something that looks a little better than the boxy stuff I've been showing up until now. I'm going to see how organic my models can get with SketchUp, which isn't the most friendly modelling program for organic shapes.

I'm just going to pay more attention to detail when I make models in SketchUp from now on.

EDIT:

I've been making my own drawings of what I want things to look like before modelling - reference does magic. Take a look.
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The Indigo Renderer is kind of fun to use. This is a mag-lev train.
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Re: SketchUp Models

Post by [Padawan]Helkaan »

^When I see these pictures I feel they took years of work :shock:


On my side I made some medieval-themed props
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I'm adding details for the interior of the third one.
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Re: SketchUp Models

Post by Cerfon Rournes »

@Eaol: Wow, that's seriously amazing.
@[Padawan]Helkaan: Nice props. I like the textures. :thumbs:
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Re: SketchUp Models

Post by Eaol »

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Made my own model in about an hour and a half. Not done yet, of course.


EDIT
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Left to Right: Consular Cruiser, Acclamator I Assault Ship, Venator Star Destroyer


EDIT2
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Munificent Star Frigate

EDIT 3
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Hardcell Interstellar Transport

EDIT 4
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Invisible Hand

EDIT5
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Invisible Hand
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Re: SketchUp Models

Post by Cleb »

Those look really cool! :thumbs:
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Re: SketchUp Models

Post by Eaol »

Newer images:
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From top to bottom: Acclamator I Assault Ship, Consular Cruiser, Hardcell Interstellar Transport, Imperial II Star Destroyer, Invisible Hand, Lucrehulk Droid Control Ship, Munificent Star Frigate, Recuscant Light Destroyer, Venator Star Destroyer.

I'm not posting the Tector Star Destroyer since it is identical to the Imperial II minus hangars and a visible reactor dome.
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Re: SketchUp Models

Post by DarthSolous »

Looking good! :thumbs:
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Re: SketchUp Models

Post by yuke5 »

Eaol, these are incredible!
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Re: SketchUp Models

Post by Eaol »

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I know there's a new one or two in there. I really did make three one day (CR90 Corvette, Nebulon-B Frigate, and Gallofree Transport).
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Re: SketchUp Models

Post by SAMofBIA »

You have made me severely depressed with all of those models because I cannot even begin to comprehend how you managed to create them so diet dr. pepper well.
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Re: SketchUp Models

Post by Eaol »

Well, I use reference. I learned to use it better because I've been taking an art class for four years being taught by a former political cartoonist. The guy knows art. Still, these could be leagues better - I think some of these don't even reflect how the model looks now; I used some tips in the forum to create some better textures in some areas.
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Re: SketchUp Models

Post by Cleb »

I wish there was a way to export these to msh. I know there is, or at least used to, be a way, but it sounds hard, and if I recall, costly and time consuming. :(
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Re: SketchUp Models

Post by Eaol »

It can be done, but I'm having issues.
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Re: SketchUp Models

Post by noMatt »

well i think sketchup supports .obj?
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Re: SketchUp Models

Post by willinator »

The easiest way I find for converting to Battlefront is exporting as a COLLADA file, importing into XSI, scaling it down and texturing in XSI (this is the most surefire way of getting your object textured ingame, and I prefer the texture interface of XSI). Then, just use ZE tools and export to MSH. It isn't really that bad, just make sure any faces you want visible are white, not purple.
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Re: SketchUp Models

Post by Eaol »

Willinator, how do you deal with components/groups? The scaling in XSI confuses me, and in any case, unless you manually positioned a Sketchup texture, resizing without components/groups in Sketchup causes strange things to happen texture-wise.
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Re: SketchUp Models

Post by willinator »

I don't use components/groups when I'm going to XSI. They work great in Sketchup, but XSI really doesn't like them. If I'm making a model straight for Battlefront, I don't even bother texturing in Sketchup. I go into XSI, scale the x, y, and z planes to .3 their original size, and then texture the model. That way, it's easier to create a texture for it, as well as to apply render flags.
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Re: SketchUp Models

Post by Eaol »

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Oh look. It didn't have issues this time.
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