SWBF Series Model Showcase Thread 5th Edition

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.

Moderator: Moderators

Post Reply
User avatar
The Nasal Abyss
1st Lieutenant
1st Lieutenant
Posts: 428
Joined: Sun Sep 14, 2008 12:55 pm
Projects :: Currently Working on an Indie Game
Games I'm Playing :: Splatoon 2
xbox live or psn: Stm: Tight Verbage

Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

I figured I would just show you guys one of the things I have been working on lately:
Hidden/Spoiler:
Image

Image

Image
Mega Terrains! I've also done the calculations; This terrain has less impact on performance than a Zero Engine created terrain of the same size by 2.4 fps on average. It also looks much, much better to boot! It's made up of many pieces, all stitched together by being given the same position in Zero Editor. I also tried it being all one huge object and that worked just as well.

I could post this workflow if the interest is there. It's pretty similar to one that some of you guys that lurk Polycount may have seen.

Wires:
Hidden/Spoiler:
Image

Image
Eaol
Major
Major
Posts: 510
Joined: Fri Jul 31, 2009 5:49 pm
Games I'm Playing :: SWBF2 and Warframe
Location: Everywhere.

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Eaol »

Whoah, clever, thank you for sharing.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Maveritchell »

The Nasal Abyss wrote:Mega Terrains! I've also done the calculations; This terrain has less impact on performance than a Zero Engine created terrain of the same size by 2.4 fps on average. It also looks much, much better to boot! It's made up of many pieces, all stitched together by being given the same position in Zero Editor. I also tried it being all one huge object and that worked just as well.
It looks good, but I don't think you're giving Zero terrain enough credit. Your mountains look great at a distance (due to the fact that they're much more structurally correct than ZE mountains), and I might recommend your method for setting up a map where you don't get to the ground. However, for any ground-based map, Zero's terrain looks a lot better up close, and it supports things necessary to make most terrains work well (like foliage).

Sidebar: I wouldn't recommend using the same origin, though. Use uniform origin spacing, because if you keep the same origin, you'll start running into LOD issues if you want to reduce visibility distance at all.
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Looks like something made with the old terrain generator in MS3d.
User avatar
The Nasal Abyss
1st Lieutenant
1st Lieutenant
Posts: 428
Joined: Sun Sep 14, 2008 12:55 pm
Projects :: Currently Working on an Indie Game
Games I'm Playing :: Splatoon 2
xbox live or psn: Stm: Tight Verbage

Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

Maveritchell wrote:
The Nasal Abyss wrote:Mega Terrains! I've also done the calculations; This terrain has less impact on performance than a Zero Engine created terrain of the same size by 2.4 fps on average. It also looks much, much better to boot! It's made up of many pieces, all stitched together by being given the same position in Zero Editor. I also tried it being all one huge object and that worked just as well.
It looks good, but I don't think you're giving Zero terrain enough credit. Your mountains look great at a distance (due to the fact that they're much more structurally correct than ZE mountains), and I might recommend your method for setting up a map where you don't get to the ground. However, for any ground-based map, Zero's terrain looks a lot better up close, and it supports things necessary to make most terrains work well (like foliage).

Sidebar: I wouldn't recommend using the same origin, though. Use uniform origin spacing, because if you keep the same origin, you'll start running into LOD issues if you want to reduce visibility distance at all.
I guess I did forget to mention that this wasn't meant to be a terrain used for a ground based map. It was just something cool to try out to see If I could make the edges of my maps a bit more interesting.

The only qualms that I have with Zero's terrain are that it is low resolution, it doesn't support height maps, and it isn't able to have bump maps applied. it being low resolution is my biggest qualm. Though, the best modders make their maps and stuff to use what they have got to it's full potential, and not try to shoehorn in methods that end up not working well anyway.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

The Nasal Abyss wrote:...and it isn't able to have bump maps applied...

This isn't entirely true. You can add a single bump map, however it doesn't look all that great. Stock Mos Eisley has bump mapped terrain.
Hidden/Spoiler:
DomeInfo()
{
Texture("SKY_Tatooine2.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(50);
TerrainColorDarkening();

Softness(1);
SoftnessParam(60);

XBOX()
{
TerrainBumpTexture("tat2_bump", 1.0);
}
PC()
{
TerrainBumpTexture("tat2_bump", 1.0);
}


DomeModel()
{
Geometry("tat2_sky_dome");
}

LowResTerrain()
{
Texture("tat2");
PatchResolution(4);
MaxDistance(3000);
}

}
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Maveritchell »

The Nasal Abyss wrote:The only qualms that I have with Zero's terrain are that it is low resolution,
In addition to supporting a detail map, res on ZE terrain is controlled by a LOD "patches" option that lets you decide how tiled (and consequently how detailed up close) your terrain is going to be. Any other detail is controlled by the texture resolution.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

Maveritchell wrote:
The Nasal Abyss wrote:The only qualms that I have with Zero's terrain are that it is low resolution,
In addition to supporting a detail map, res on ZE terrain is controlled by a LOD "patches" option that lets you decide how tiled (and consequently how detailed up close) your terrain is going to be. Any other detail is controlled by the texture resolution.

Indeed. A good example of that, the terrain in this map. You can download the newest beta to take a peek at the terrain. It could even be better than that as well, like Mav said: Any other detail is controlled by the texture resolution.
Hidden/Spoiler:
Image
Zero is constantly underestimated.
User avatar
The Nasal Abyss
1st Lieutenant
1st Lieutenant
Posts: 428
Joined: Sun Sep 14, 2008 12:55 pm
Projects :: Currently Working on an Indie Game
Games I'm Playing :: Splatoon 2
xbox live or psn: Stm: Tight Verbage

Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

I was using the wrong term I guess; I was commenting on the lack of tessellation on the terrain "model" itself. Each terrain face is around 4 times bigger than a unit, which makes small mounds and accurate terrain build-up around medium sized objects impossible. In terms of texture resolution, I know that you can go as high as you want. (because that is how textures work)
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: SWBF Series Model Showcase Thread 5th Edition

Post by AQT »

The Nasal Abyss wrote:Each terrain face is around 4 times bigger than a unit, which makes small mounds and accurate terrain build-up around medium sized objects impossible.
That's why some stock models have terrain modeled onto them. Perhaps you could also do the same with custom models?
User avatar
Cerfon Rournes
Master Bounty Hunter
Master Bounty Hunter
Posts: 1558
Joined: Thu Jul 08, 2010 5:53 pm
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set
Location: New York, USA
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

The Ssk7 blaster pistol.

Image
Hidden/Spoiler:
Image
Ref
Hidden/Spoiler:
Image
Comments?
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

Nice job. :thumbs:
CressAlbane
Master Bounty Hunter
Master Bounty Hunter
Posts: 1519
Joined: Fri Dec 18, 2009 8:02 am
Projects :: CTF Arenas
Games I'm Playing :: Steam- cressalbane2
Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı

Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

Hey, I'm liking that glow effect! Great work.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

very nice! but far too many polys for detailing! :runaway:

i hope enough people havent seen this, so that im not reposting this:
acp repeater, in xsi:
Hidden/Spoiler:
Image
ingame
Hidden/Spoiler:
Image
i made the texture a little more organically than i did before and im pretty satisficed with how it turned out.
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Cerfon Rournes wrote:
Hidden/Spoiler:
The Ssk7 blaster pistol.

Image

Image

Ref
Image
Comments?
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too many polygons. It could be made with a fraction of the polies and no one playing the game would even notice.
User avatar
acryptozoo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1642
Joined: Wed Jun 03, 2009 3:14 pm
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
xbox live or psn: acryptozoo
Location: in the jungles of Yavin IV
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

reworked my old lilypads
they got flowers now :runaway:
Hidden/Spoiler:
ImageImage
User avatar
Cerfon Rournes
Master Bounty Hunter
Master Bounty Hunter
Posts: 1558
Joined: Thu Jul 08, 2010 5:53 pm
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set
Location: New York, USA
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Nice models acryptozoo and Darth D.U.C.K!
@About the polys; The poly's in the front can be reduced.
Anyway, thanks for the comments guys!
Last edited by Cerfon Rournes on Sat Oct 15, 2011 6:50 pm, edited 1 time in total.
Eaol
Major
Major
Posts: 510
Joined: Fri Jul 31, 2009 5:49 pm
Games I'm Playing :: SWBF2 and Warframe
Location: Everywhere.

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Eaol »

@Zoo, you don't really need bottoms of the lily pads to be 3-d. It looks like a waste of polys nobody will notice.
User avatar
Cerfon Rournes
Master Bounty Hunter
Master Bounty Hunter
Posts: 1558
Joined: Thu Jul 08, 2010 5:53 pm
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set
Location: New York, USA
Contact:

Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Because of the poly comments, I went over to an early version of the model, and started again..
50% less polys. 8) Tri count: 1530
Hidden/Spoiler:
Image
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Still way too many for something that is so small on screen, the barrel should only be 8 sided and the trigger is totally unnecessary since the characters fingers will more than likely just clip through it.
Post Reply