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.

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Bob
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Bob »

Unlucky13 wrote:A flintlock musket, it's 2500 tris, so I could optimize it abit but I'm pretty happy with the result. Now for the texture.
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Very Impressing, are you working on a Thirty Years' War mod/map?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by kinetosimpetus »

It looks good, but it's actually a percussion lock.

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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Unlucky13 »

Bob wrote:Very Impressing, are you working on a Thirty Years' War mod/map?
No, but something around that timeframe.
kinetosimpetus wrote:It looks good, but it's actually a percussion lock.
Oh, ok. I just assumed it would be a flintlock.

Forgot the wireframe.
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Now that I look at the barrel, I think it needs some more work.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Holy unnecessary poly usage batman!

The stock units don't even have that much geometric detail, <2k.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

The stock units are from 2004; of course they aren't very high-poly; this is eight years from then. And also, almost every weapon in my mod so far has a triangle count of >2,000.

Collector Assault Rifle: 2,352 tris
Collector Particle Beam: 3,934 tris
M-76 Revenant Machine Gun: 2,079 tris
M-97 Viper Sniper Rifle: 2,921 tris
ML-77 Missile Launcher: 2,805 tris
Geth Pulse Rifle: 1,199 tris
M-3 Predator Heavy Pistol: 831 tris
M-8 Avenger Assault Rifle: 3,720 tris
M-9 Tempest Submachine Gun: 1,465 tris
M-23 Katana Shotgun: 1,861 tris
M-100 Grenade Launcher: 2,880 tris

When playing my era on Coruscant on my crappy Dell Inspiron 1501 laptop from early 2005 with no dedicated graphics card and medium overall graphics settings, my frame rate is the exact same as it is when playing the stock Clone Wars era: ~14 frames per second.

Also, please note that there are TONS of units on the field at once who use the Collector Assault Rifle, Collector Particle Beam, ML-77, M-8, or/as well as the M-100, especially in the N7 versus Collectors variation. Not to mention that the N7 Soldiers all use the same >5,000 triangle N7 armor, and there a A LOT of those units all on the field at once as well.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

I don't think it's about performance.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

CressAlbane wrote:I don't think it's about performance.
In response to me or minilogoguy? Because if the former, what else could it possibly be about?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

Good modeling practice?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

@Labj: That's amazing.

@Unlucky13: Nice gun. I'm sure that you will be able to find a few spots where you can take out polygons without changing the overall look. :)

@minilogoguy18: That's partially true, but what about all of these?
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[code]rep_inf_ep3sniper
rep_inf_ep3jettrooper
rep_inf_ep3heavytrooper
cis_inf_magnaguard
cis_walk_droideka
cis_inf_generalgrevous
cis_inf_jangofett
imp_inf_bobafett
imp_inf_darthvader[/code]
They are all above 2k, and General Grievous is over 3k. :wink:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Unlucky13 »

Started to texture it and knocked off 500 tris without too much difference. The wood texture needs to be a lot darker.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

Try changing the view type to "Textured" to see a better, shaded version. Alternatively, you could render a quick pass of the model: press Q and "draw" a render region around the entire model and wait for your model to render. To change the anti-aliasing level, press the little upside-down triangle button at the upper-left section of the render region, choose "Options..." and change the minimum and maximum anti-aliasing levels to your desired amount; I'd recommend 0 and 1 or 1 for both since much 2 or 3 takes a much longer amount of time to render.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Maveritchell »

Marth8880 wrote:Try changing the view type to "Textured" to see a better, shaded version. Alternatively, you could render a quick pass of the model: press Q and "draw" a render region around the entire model and wait for your model to render. To change the anti-aliasing level, press the little upside-down triangle button at the upper-left section of the render region, choose "Options..." and change the minimum and maximum anti-aliasing levels to your desired amount; I'd recommend 0 and 1 or 1 for both since much 2 or 3 takes a much longer amount of time to render.
That's useful only if you're trying to show off devoid of context. The textured decal render is what's most appropriate for Battlefront, given the way it renders art. If his concern is that the texture's not dark enough, telling him to hide it behind a shaded render won't change the fact that his texture will look like the decal version when he uses it ingame.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

Maveritchell wrote:That's useful only if you're trying to show off devoid of context. The textured decal render is what's most appropriate for Battlefront, given the way it renders art. If his concern is that the texture's not dark enough, telling him to hide it behind a shaded render won't change the fact that his texture will look like the decal version when he uses it ingame.


I don't think Marth was over-thinking it as such, he was just suggesting the shaded view for a better presentation of the model here in the showcase. Of course the texture itself would need changing for the level of luminosity Unlucky13 desires regardless of how it's rendered in XSI.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Textured decal is what you want to use for any game model when wanting to view what it would look like in game with no lighting effects applied. Viewing it in another way that would use scene lighting is just going to throw you off and end up with a texture that is very bright in game, brightness/contrast settings need to be messed with.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

THEWULFMAN wrote:
Maveritchell wrote:That's useful only if you're trying to show off devoid of context. The textured decal render is what's most appropriate for Battlefront, given the way it renders art. If his concern is that the texture's not dark enough, telling him to hide it behind a shaded render won't change the fact that his texture will look like the decal version when he uses it ingame.


I don't think Marth was over-thinking it as such, he was just suggesting the shaded view for a better presentation of the model here in the showcase. Of course the texture itself would need changing for the level of luminosity Unlucky13 desires regardless of how it's rendered in XSI.
Your first objective when making any texture should be making the diffuse look very good without ANY lighting applied. Such as being able to see the form of the model and the edges and crevices. Ambient Occlusion bakes really help this process, so I recommend them. :D
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Bob »

Not the same, but similar:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Tears2Roses »

:shock: nice tank!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Nice tank Bob. :thumbs:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

This may or may not be my house for a secret, upcoming map of mine. :o
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Can be optimized a lot without changing the overall detail or volume of the model.
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