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.
If somebody wants me to release it i'll do but please keep in mind that this Weapon is not modeled by me. So if theres a release request i will model it by myself and then Repeat the texturing progress but now i know how to do it so i'll be done in a week.
Please give me feedback (i know there are no scratches or anything like this but i will add them as soon as i dont have to do anything else )
the Trianle count is too highh for a real time game engine, the textures have a resolution of 4096² so not usable . But i will do a gameready version of it.
Last edited by noMatt on Thu Jul 18, 2013 4:28 am, edited 1 time in total.
Looks about ~5k tri or so. Too much for SWBF2. 2k tri is the highest a SWBF2 weapon model should ever be.
Just make sure you make really low-poly shadowvolumes for high-poly weapons, do not use the high-res mesh for the shadows. SWBF2's greatest issues when it comes to performance are shadow related. For instance, this 1800 tri model has a shadow volume of 384 tri. Greatly helps with performance, and the shadow detail barely is noticed.
OK Thank you Wulfman as always for your good tipps But i am not going to use this Model, it was more just for presentation purposes of my Texturing work .
By the way i though if i am doing a series of models and textures that dont have to do anything with Star wars its probably the best to rename this thread to noMatts 3D WIP so that i dont spam The Showcase thread