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DC-17m WIP- An alternative set for use.

Posted: Sat Jun 09, 2007 7:50 am
by VF501
Okay, before anyone says anything. I know Qdin and Penguin already made their own sets. I've used Qdins before (I gave credit dont worry) and while his is nice it's not exactly what I wanted and Penguin's as far as I know was never released.

Now I make mods only for SWBF1 because I can't run SWBF2. But .mshs aren't picky so you SWBF2 people can use it if desired once it's done.

Well heres a WIP pic of the main body so far. I've only been messing around with XSI for about 2 weeks total. I still need to finish out the front area, buttstock, and trigger. After that I will start making the attachments.

It wont be super low poly but it wont be a high poly model either.

Also once I am done, anyone willing to texture it and export it for me?

Image

Please post any questions, comments, suggestions, gripes about it.

Thanks for looking. :)

------VF501

PS. @Minilogoguy if you take a peek: I will get rid of all non-essential edges to reduce polycount when I am finished with the model. :)

RE: DC-17m WIP- I know its been done twice, but please look.

Posted: Sat Jun 09, 2007 10:52 am
by minilogoguy18
yeah its not like other games where they warn you about vertices, on models as small as weapons/characters theyll weld vertices that are too close together, really messing up your model.

Posted: Sat Jun 09, 2007 11:10 pm
by VF501
Cool, thanks for the tip on the verticies. Since you have alot of experience could you tell me if some are too close to each other?

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I have the main body done and the three attachments will be done in the next few days.

Vertices too close get welded?

Posted: Sat Jun 09, 2007 11:40 pm
by AceMastermind
VF501, Nice job on the weapon model, it looks very good.

minilogoguy18 wrote:yeah its not like other games where they warn you about vertices, on models as small as weapons/characters theyll weld vertices that are too close together, really messing up your model.
I've personally never had vertices too close together weld to each other, but I have seen instances where some creased quads, N-Gons, or triangles with 2 disconnected edges seemed to be "skipped" by VisualMunge probably due to VisualMunge refusing to calculate them properly thus resulting in "invisible" polygons on objects ingame.

RE: Re: RE: DC-17m WIP- I know its been done twice, but plea

Posted: Sun Jun 10, 2007 4:52 am
by Rekubot
That's a really nice model; hope you can get a decent texture for it!
AceMastermind wrote:I've personally never had vertices too close together weld to each other, but I have seen instances where some creased quads, N-Gons, or triangles with 2 disconnected edges seemed to be "skipped" by VisualMunge probably due to VisualMunge refusing to calculate them properly thus resulting in "invisible" polygons on objects ingame.
Oh yeah. That happens to me all the time.

RE: Re: RE: DC-17m WIP- I know its been done twice, but plea

Posted: Sun Jun 10, 2007 10:20 am
by minilogoguy18
then the triangulation of your model isnt right, you need to go into the display settings in the performance tab and turn on backface culling so that backfaces are see through and you can fix them before exporting, because ive never had that problem before. the vertice tolerence problem is there though according to the devs. in short if the detail of the model isnt noticed by the average person who doesnt mod then that kind of detail is too much.

backface culling

Posted: Sun Jun 10, 2007 10:46 am
by AceMastermind
Even with backface culling "unchecked" you can still see backfaces in shaded mode, they are black not grey.

Posted: Sun Jun 10, 2007 7:25 pm
by minilogoguy18
no you have to check the box, it makes them see through, thats how you find them. it can happen though when your drawing polygons and you draw them a certain way itll be the oppisite that you want them to face and you wont even notice it since textures will show on them and all. i just box model everything, i never use any poly creation tools, just extrude.

Posted: Sun Jun 10, 2007 8:52 pm
by t551
No, XSI warns you (a dialog about a double edge) if you draw a polygon that is not contiguous with its neighbors.

Posted: Sun Jun 10, 2007 9:15 pm
by VF501
Ummm, guys can we please keep to the topic of the thread instead of turning it into a debate on how a model can get screwed up from XSI--to Ingame? Like suggestions on how to improve the model, or offers to retexture (I'll supply the texture but it has to be re applied) and export it for me?

@minilogoguy18: YES another person that builds mostly from primitives and none of the fancy complicated stuff :).

EDIT:

Blaster Attachment it done, all the hard points are there and it's UV mapped properly. I just need a texture, is it okay to use the texture from the RC tools?

Image
Image

Posted: Sun Jun 10, 2007 11:07 pm
by Syth
Blaster Attachment it done, all the hard points are there and it's UV mapped properly. I just need a texture, is it okay to use the texture from the RC tools?
hmmmm....
There was a disscussion about legality stuff the JKA conversion thread. If you use it you should give them credit- but its not like if you do use it LA is going hunt you down for doing so. Its no big deal, but if you like "playin it safe" then you might not want to.

Posted: Mon Jun 11, 2007 12:11 am
by PR-0927
What Syth said. I'd do it, but carefully and with much credit. If they don't like it, they'll let you know, and all you have to do is remove it.

- PR-0927/Majin Revan

Posted: Mon Jun 11, 2007 1:12 am
by minilogoguy18
no i dont use multiple primitives, i use A primitive and mold it from there.

Image

delete the vertices i circled and the edges i highlighted, they arent needed. oh and just some advice, you cant use XSIs full tool bars if you cant see them, set your display settings to 1280x1024, then all those side menus will be visible.

Posted: Mon Jun 11, 2007 7:48 am
by Qdin
a great model, VF' :P

And also remember one thing: If you DO use the SW:RC texture, your current UV-map isn't worth a thing...

Besides, I'm sure you easily could texture it yourself :P

This reminds me that I've been procrastinating and forgetting to remake the DC17m myself.. xD

Posted: Wed Jun 13, 2007 11:14 pm
by VF501
Here is an Update on it. Still tweaking the mainbody a little but the Sniper part will be made tonight.

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Note: This pic has messy polys because my crappy comp can only render hi-poly stuff in Tris and it was exported to .xsi for the pic. I still need to clean up a lot of edges.

Posted: Thu Jun 14, 2007 12:39 am
by PR-0927
Looking insanely sweet!

- PR-0927/Majin Revan

Posted: Thu Jun 14, 2007 7:15 am
by Qdin
Good to see someone started off with more polygons than I did with my 2-year-old model xD

looking great. I can help you texturing too if you need any help and such :)

Is it just me or is it pretty Provo that there's only like 2-3 pics which shows it from the other side-.. if there is any? :o

Sorry Majin btw for the other model, but as you know maaaaany things happened... I'm sure I can make it up to you again at some time :wink:

I never got the normals maps working right.. ._.' *a broken dream*

Posted: Thu Jun 14, 2007 1:43 pm
by PR-0927
No problem, Qdin, I understand.

;)

Where is DooFi? He's (IMO) the best skinner around.

- PR-0927/Majin Revan

Posted: Fri Jun 15, 2007 5:25 am
by VF501
The otherside has some detail, but not a whole lot as the one from the game doesnt either, plus in game all you're ever going to see most of the time up close is the 1st person view.

As for skining, I tried it and I suck. I can't make skins worth a Diet Dr. Pepper in GIMP and I'm pretty bad at applying them. So if you guys can hunt down someone to skin this it'll be great. The Blaster is done, the sniper needs a few more details and the AA is easy so it'll be done soon too.

All except for skinning it, bleh.

Posted: Fri Jun 15, 2007 12:43 pm
by rebel_scum
I thought you were using the skin from RC?