Why did it come outta paint, and why is it a jpg? It looks good but paint=fail and making it a tga woulda been much better for resolution. I should chain you up in my closet and make you texture some of my incomplete models for mere raw hot dogs and tap water...DarthD.U.C.K. wrote:EDIT:its a bit blurry due the paint jpg export
SWBF Series Model Showcase Thread v3.0
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- minilogoguy18
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Re: SWBF Series Model Showcase Thread v3.0
- Maveritchell
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Re: SWBF Series Model Showcase Thread v3.0
I'm sure he just used paint to quickly overlay the image of the texture over the XSI window image; I don't think he's saying that he made the texture in paint. (You can also see Paint's jpeg export artifact effects on the colored XYZ axis indicators in the XSI window.)minilogoguy18 wrote:Why did it come outta paint, and why is it a jpg? It looks good but paint=fail and making it a tga woulda been much better for resolution.DarthD.U.C.K. wrote:EDIT:its a bit blurry due the paint jpg export
- DarthD.U.C.K.
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Re: SWBF Series Model Showcase Thread v3.0
i take this as a compliment^^minilogoguy18 wrote: I should chain you up in my closet and make you texture some of my incomplete models for mere raw hot dogs and tap water...
(and would it make my signature if gt had signatures)
maveritchell is right, i bashed an xsiscreen and a screen of the texture together in paint
i made the texture in gimp and its a tga
- Fluffy_the_ic
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Re: SWBF Series Model Showcase Thread v3.0
Holy crap, man! Mini and I might have to fight to the death over who gets to chain you in their closet!
(jk) Awesome job!
- Super_Clone
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Re: SWBF Series Model Showcase Thread v3.0
Fluffy_the_ic wrote:Holy crap, man! Mini and I might have to fight to the death over who gets to chain you in their closet!(jk) Awesome job!
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obiboba3po
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Re: SWBF Series Model Showcase Thread v3.0
wow duck thats amazing. you sure are a great asset to GT. (assuming you release it
) but either way thats a very good texture.
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Pelt
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Re: SWBF Series Model Showcase Thread v3.0
I felt like modelling a U-Boat today, so I did, though I later realised that the references I found were of a Japanese submarine, not a German one...
IJN Type B1 Submarine(Work In Progress - no bow, no stern, no propellers, no periscope, no anti-ship gun, possibly misintepreted geometry on the conning tower):Wires:
DarthD.U.C.K: Nice texture! The "grunge" and rust on the door works very well.
IJN Type B1 Submarine(Work In Progress - no bow, no stern, no propellers, no periscope, no anti-ship gun, possibly misintepreted geometry on the conning tower):
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- minilogoguy18
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Re: SWBF Series Model Showcase Thread v3.0
WAY too many polies if it's for SWBF2.
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VF501
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Re: SWBF Series Model Showcase Thread v3.0
If it is for SWBF, I sure hope that's a Hi-Poly model to bake Normals off of.
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Splat
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Re: SWBF Series Model Showcase Thread v3.0
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RogueKnight
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Re: SWBF Series Model Showcase Thread v3.0
Hope no one minds if I spread my n00bness around this thread.
My first "official" model:

My first "official" model:

- destructo_bot
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Re: SWBF Series Model Showcase Thread v3.0
Liking the plank! or is it a door? or a hatch? maybe even a shield... that model presents so many mysteries 
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Deviss
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Re: SWBF Series Model Showcase Thread v3.0
well i haven't xsi and modeling software so i am limited to hex-edit job here some screenies of my project and credits.
Body: HD Clone - Repsharpshooter
Head: Clone scout - ANDEWEGET
well the unic problem is Neck and colision ingame
Body: HD Clone - Repsharpshooter
Head: Clone scout - ANDEWEGET
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- Thunder
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Re: SWBF Series Model Showcase Thread v3.0
Nice!
Try adding poly-edges to the neck portion
Try adding poly-edges to the neck portion
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Deviss
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Re: SWBF Series Model Showcase Thread v3.0
is possible make that hex editing??Thunder wrote:Nice!
Try adding poly-edges to the neck portion
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obiboba3po
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Re: SWBF Series Model Showcase Thread v3.0
rogue-
nice texture, welcome to the modeling world lol
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woner11
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Re: SWBF Series Model Showcase Thread v3.0
This was a project I was working on a while ago and am still trying to finish up, but am just having issues reducing the number of polys. It is a giant maze I made in Maya.
And here is it textured in Maya:
Hallways:
Finish:
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Hallways:
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- DarthD.U.C.K.
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Re: SWBF Series Model Showcase Thread v3.0
deviss-rex, you are only allowed to post models made by yourself here
splat, looks grea, but the mainbodys texture looks too tiled in my opinion
woner, havent you allready posted these screens some time ago?
splat, looks grea, but the mainbodys texture looks too tiled in my opinion
woner, havent you allready posted these screens some time ago?
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FragMe!
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Re: SWBF Series Model Showcase Thread v3.0
woner, that is indeed big
As for poly reduction looking at the second picture, for the cylinders select the polies of the sides of the cylinder (easiest way is with the raycast select) and then got to Polygon/Modify/filter polygons. That should reduce those down nicely.
If you are worried that exporting the whole model will exceed poly limits or what ever then divide the model up. That is what I did for Battle for Republic City.
make a few nulls, as many as makes sense, call them dummyroot1 to dummyrootxxx (do not move the nulls leave them at 0,0,0) then put logical parts of your maze under the different dummyroots. When you go to export just branch select a dummyroot and export nomally. Do this for all the different parts. Then make the odfs for the parts.
Now when you go to put all the bits back into ZE just place all the different bit on the same set of coordinates and it will all fit together nicely. You can give them all the same x,y,z coords by selecting one piece press P and write down the coodinate numbers. Then select the next piece press P again and enter those numbers into the windows. This can also be done by text editing the .wld file if they are on the base layer or the .lyr file if they are on a different one.
As for poly reduction looking at the second picture, for the cylinders select the polies of the sides of the cylinder (easiest way is with the raycast select) and then got to Polygon/Modify/filter polygons. That should reduce those down nicely.
If you are worried that exporting the whole model will exceed poly limits or what ever then divide the model up. That is what I did for Battle for Republic City.
make a few nulls, as many as makes sense, call them dummyroot1 to dummyrootxxx (do not move the nulls leave them at 0,0,0) then put logical parts of your maze under the different dummyroots. When you go to export just branch select a dummyroot and export nomally. Do this for all the different parts. Then make the odfs for the parts.
Now when you go to put all the bits back into ZE just place all the different bit on the same set of coordinates and it will all fit together nicely. You can give them all the same x,y,z coords by selecting one piece press P and write down the coodinate numbers. Then select the next piece press P again and enter those numbers into the windows. This can also be done by text editing the .wld file if they are on the base layer or the .lyr file if they are on a different one.
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woner11
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Re: SWBF Series Model Showcase Thread v3.0
@Duck
ya, but in the old 3d thread. I was just excited about finally getting to put something in the thread where all the XSI stuff was going on to see their opinions.
@Frag
thank you for that advice, I'll give it a go and hopefully finish this project.
ya, but in the old 3d thread. I was just excited about finally getting to put something in the thread where all the XSI stuff was going on to see their opinions.
@Frag
thank you for that advice, I'll give it a go and hopefully finish this project.
