SWBF Series Model Showcase Thread v4.0

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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Fluffy_the_ic
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fluffy_the_ic »

RogueKnight wrote:
Hidden/Spoiler:
Image
Finished model and texture.

Questions, Comments, Flames, Commands, Mind Control, Jawas?
Looks better every time, but...
RogueKnight wrote:Finished
O rly?
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Re: SWBF Series Model Showcase Thread v4.0

Post by RogueKnight »

Fluffy_the_ic wrote:
RogueKnight wrote:Finished
O rly?
Yes.

*Runs off to work on 6th rendition*
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

Very nice pistol, the texture really looks up to scratch.

Here are some shots of the model I've not worked on for a long time. I´m going to make a new texture for the rest of the body and a specular map and a normal map for all parts, but I think I´m almost done with the mesh work now.
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Image
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Re: SWBF Series Model Showcase Thread v4.0

Post by skelltor »

schweet i likey mswf
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Re: SWBF Series Model Showcase Thread v4.0

Post by Lephenix »

mswf wrote:Very nice pistol, the texture really looks up to scratch.

Here are some shots of the model I've not worked on for a long time. I´m going to make a new texture for the rest of the body and a specular map and a normal map for all parts, but I think I´m almost done with the mesh work now.
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Image
Really nice mswf , i love it .
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Squoobus »

mswf wrote:Very nice pistol, the texture really looks up to scratch.

Here are some shots of the model I've not worked on for a long time. I´m going to make a new texture for the rest of the body and a specular map and a normal map for all parts, but I think I´m almost done with the mesh work now.
Hidden/Spoiler:
Image
You've outdone yourself.
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

nice, is it selfmade or kitbashed?
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

DarthD.U.C.K. wrote:nice, is it selfmade or kitbashed?
It's originally the Boba Fett model. When I started out, I wanted to focus on texturing it only, but as I worked on it more and more I decided to try and make it a quality-wise good model. I'm still not satisfied with it though, but I'm not finished so there's plenty of room for me there.
EDIT:
Coming closer:
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Spiderpig »

now that's a sweet Mando model, great work mswf. :thumbs:
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Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

i marked as hard edge the same way unit template have, but anyway when export look square line in arms , elgs etc, how could i smooth edges in xsi please :D?
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

smooth edges are edges that arent hardened, however the pandemictool we use seems to make edges look "harder" ingame then the edges of the shipped models (i could be wrong though)
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Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

DarthD.U.C.K. wrote:smooth edges are edges that arent hardened, however the pandemictool we use seems to make edges look "harder" ingame then the edges of the shipped models (i could be wrong though)
yeah i know that, but idont know how smooth them in xsi :S (if there is a way for sharpenes i think should there is a way for make the opposite (smoth) ), also unit template used some way for that xD, but i dont discover how still :(
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Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

To get the smoothness as shown on mswf's model in XSI is subdivision modelling.
There are a few ways to do it which I won't get into here, maybe catch you on xfire.

You can also just select a group of polygons and apply the smooth operator found in the deform menus. Be careful with that one though it may give undesired results. It works best if the edges around the polies you want to smooth are set to be hard edges (done by selecting the edges desired right click when near or on one of the edges then near the bottom is a Mark Hard edges option. It will then turn them dark blue.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

FragMe! wrote:To get the smoothness as shown on mswf's model in XSI is subdivision modelling.
There are a few ways to do it which I won't get into here, maybe catch you on xfire.

You can also just select a group of polygons and apply the smooth operator found in the deform menus. Be careful with that one though it may give undesired results. It works best if the edges around the polies you want to smooth are set to be hard edges (done by selecting the edges desired right click when near or on one of the edges then near the bottom is a Mark Hard edges option. It will then turn them dark blue.
cool practicing now :D , anyway i wait you in xfire , many thanks
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

FragMe! wrote:To get the smoothness as shown on mswf's model in XSI is subdivision modelling.
No, there were no subdivision modifiers applied to this model. All you see is smooth shading with a modifier which will, when exported, also physically split the edges apart.
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Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

Yes I was saying though that sub-d is one equivalent way in XSI I that I know about.

I know you are using that other wierd program :D which has different ways of doing things as they all seem to.
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

i think you misunderstood msfw (ir did i?)
he didnt subdivide or smooth anything, he just disconnected edges which resulted in them being rendered "hard",
the "smooth" edges are being rendered normaly just as in xsi
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

DarthD.U.C.K. wrote:i think you misunderstood msfw (ir did i?)
he didnt subdivide or smooth anything, he just disconnected edges which resulted in them being rendered "hard",
the "smooth" edges are being rendered normaly just as in xsi
You understood everything I said, apart from how I spell my nickname. :P And the disconnected edges is something done through a modifier (non-destructive edits), but I'll eventually apply them, that's the difference.

I just meant to say the following to fragme!; no fancy tricks, apart from the hard shaded edges, it's all poly-by-poly editing I did in order to get this. Oh, and a mirror modifier, that one rules (I didn't know about the existance of this modifier when I started working on this, so the edits I did to the head took way too long.)
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

argh, a typo! i apologize
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really i definitelly remebered it correctly. i would intentionally never write msfw, that wouldnt even make sense, wouldnt it?
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Re: SWBF Series Model Showcase Thread v4.0

Post by lucasfart »

I think what fragme! is saying, is that if you want to make a model look like that in xsi, subdivision is one way to do it. He knows that that isn't how mswf did it:
FragMe! wrote:Yes I was saying though that sub-d is one equivalent way in XSI I that I know about.

I know you are using that other wierd program :D which has different ways of doing things as they all seem to.
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