Tie Mauler

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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Rekubot
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Tie Mauler

Post by Rekubot »

Okay, so I've decided to take up modelling, as for my almost 1% complete map I need a tie mauler, and since I knew there was a 0% chance of getting one made in the requests thread I knew that I'd have to make one myself. So here it is; please note that this is my first proper model and that the only reference pictures for this vehicle can be obtained from Star Wars: Empire At War. Please post constructive criticism so that I know what I need to work on. This is a very basic model (and completely untextured at the moment), but as long as I have one I'm happy. If someone is feeling super generous and wants to make a texture for it then please do so, otherwise I think I'll be borrowing some of the tie fighter's textures ;). (Which I might as well do anyway, LoL.)

Image

Image

Image

Image

Image

Image

Comments please! At the moment I'm making the tracks shorter and the whole thing wider.
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RE: Tie Mauler

Post by Moving_Target »

Wow. Nice job Rekubot!
COmment: Looks good. Better if it had some kind of skin, but you can worry about that later. THe TIE cockpit ball needs to be a little more round. Looks egg shape to me. May a rear view pic would help. Also the wings/sides look as though they could be widened also. Looks good so far!
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RE: Tie Mauler

Post by Rekubot »

Hehe, thanks! The final picture is the rear view, although I guess it's pretty hard to tell without the texture. <curses his picture-taking skills> I was actually planning on making the main part wider so it resembles the picture a bit more. I also need to make the gun turrets a lot bigger. In the picture they're huge!
DooFi

RE: Tie Mauler

Post by DooFi »

yep, the whole thing looks a tad stretched to me, too. Also the UV layout is way too stretched and not connected at important places. Try to stay closer to the original. nice job, but not done at all :)
Droideka88

RE: Tie Mauler

Post by Droideka88 »

The more TIEs the better. Keep up the good work.

Off-topic: Since this TIE behaves like a tank, what Rebel vehicle countered it?
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RE: Tie Mauler

Post by Rekubot »

As a matter of fact it doesn't behave like a tank, it is actually a light, fast and not very powerful vehicle, just like most tie's are. It has three laser cannons, a self-destruct feature and is generally known to crush enemy infantry with it's large tracks. Its counter was probably heavy-weapons infantry or the hovertank that is already in Battlefront II. Thanks anyway ;).

@DooFi: Thanks, I've already made it look more like it does in EAW, I'll post some more screens later. I've also added some extra detail to the sides but I don't want to raise the polycount too much. At the moment it's between 800-1000 polygons. I'm not too sure how to fix the areas where the texture looks stretched (I'm guessing that's what UV means), do I just need to add more edges?
DooFi

RE: Tie Mauler

Post by DooFi »

nah, you just need to make the texture-layout by hand :P This looks like you took screens in orthogonal (spelling? xD) mode from every view and then mapped it onto the vehicle from all directions ;) Dunno how XSIs uv-mapper works actually, but still lol
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RE: Tie Mauler

Post by Moving_Target »

Rekubot BF2 allows 1500-2000 polys 4 vehicles and 200-3000 polys 4 buildings/props
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RE: Tie Mauler

Post by t551 »

Well, it technically allows anything. Those are just guidelines.
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RE: Tie Mauler

Post by Rekubot »

All I've done at the moment is assign the default texture onto the object and changed it to 'cubic'. I haven't done anymore than that so far. It's just that I wanted a texture to the object 'coz it's hard to make out when it's just plain black.
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RE: Tie Mauler

Post by t551 »

So, DooFi was almost right about the UV's. If you don't know what UV's are, Rekubot, they are the x and y coordinates on the texture for each vertex in your mesh. For a tutorial on fool-proof texture application, check the sticky at thetop of the forum.
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RE: Tie Mauler

Post by Rekubot »

Thanks for the directions to the tutorial, I'll start mapping it tomorrow. I'm just gonna show you all what I've done so far:

Front:

Image

Side:

Image

Back:

Image

General view:

Image

Hopefully it's better than my first attempt. I think so at least ;). Night all.
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Re: RE: Tie Mauler

Post by king »

BDI!@(0l:;'[$3#6*^78)&7$% wrote:LOOKS LIKE WAFFLES
u are a very bad boy
$iniSTar

Re: RE: Tie Mauler

Post by $iniSTar »

Rekubot wrote:Thanks for the directions to the tutorial, I'll start mapping it tomorrow. I'm just gonna show you all what I've done so far:

Front:

Image

Side:

Image

Back:

Image

General view:

Image

Hopefully it's better than my first attempt. I think so at least ;). Night all.


REKubot , I have good news, my pal -)G(-Shep Stooge made some TIE MAULER textures and the cockpit , we've been looking for someone interested in making the game model with us.
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RE: Re: RE: Tie Mauler

Post by Penguin »

theres a tie mauler in JKA, jundland wastes or something, lol, anyway, looks nice!, maybe make the front treds rounder?
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RE: Re: RE: Tie Mauler

Post by Rekubot »

king, was there any point at all in your post?

Hey $iniSTar, that's very good news indeed ;). If you or -)G(-Shep Stooge want to send me the texture then go ahead, otherwise I can always borrow some of the tie fighter parts. Thanks.

@Penguin: Thanks! I'm already working on the roundness of the tracks.
JabbaLovesLava
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RE: Re: RE: Tie Mauler

Post by JabbaLovesLava »

Rekubot, don't be afraid to use many polygons. Don't make things (such as a vehicle) squarish just to keep polygons down. Anyways, the basic shape is there, you just need more details :P Pretty good overall.
rebel_scum

Re: RE: Re: RE: Tie Mauler

Post by rebel_scum »

Rekubot wrote:king, was there any point at all in your post?

Hey $iniSTar, that's very good news indeed ;). If you or -)G(-Shep Stooge want to send me the texture then go ahead, otherwise I can always borrow some of the tie fighter parts. Thanks.

@Penguin: Thanks! I'm already working on the roundness of the tracks.
this guy" BDI!@(0l:;'[$3#6*^7Cool&7$% " was spamming gametoast yesterday....king was talking to him cuz he spammed your thread.
He's banned now.


On-Topic: Very nice model :)
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RE: Re: RE: Re: RE: Tie Mauler

Post by Rekubot »

Thanks Jabba~ and rebel~. Here's an update, the textures are still really simple and there's some slight problems with 'em, but at least it looks a little bit better.

Image

It looks really white because in Empire At War the tie fighters are white, but in this game they're blue, so I tried to change it but with little success :P. It'll be fixed for the final version.
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RE: Re: RE: Re: RE: Tie Mauler

Post by Moving_Target »

WOw. Amazing. The texture could use a bit of work. Besides that i look forward to running over enemy forces with it. Great job Rekubot!
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