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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Cerfon Rournes
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Incredible work Forcemaster! :shock:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by naru1305 »

ForceMaster wrote:Some rotoscope exercise for the Crhistophsis 3.0 version.
wow, awesome!!! and yeah, there will be a Crhistophsis 3.0 :bowdown:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

a little model i made on the side while i was working on my quasar
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anyone know what it is?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by maxloef »

i know its from Xwing alliance cant come up with the name but you should relaly clean up your mesh, itl work better ingame and have no weird shadows.

make sure you have no intersecting geometry, itl help out allot :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by FragMe! »

You were thinking of a Cargo Ferry.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Eaol »

@maxloef

Is this only for vehicles or does this rule apply to props as well?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

Eaol wrote:@maxloef

Is this only for vehicles or does this rule apply to props as well?
if you are talking about the intersecting geometry: its not a "rule" but its always better to have a mesh without intersecting bits first for the sake of the cleaniness and second to prevent any possible interferring when rendered. if the angle between the objects is like 90 degrees most likely nothing wil happen but when the angle between the two faces is small there may be z-fighting when the objetc is being displayed in a lerger distance.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

Can anybody guess what this is?
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(By the way, it is also my first attempt at modeling and it is made completely from scratch [if you include "scratch" to be five cylinders and three rectangles]. :) )
Last edited by Marth8880 on Mon Jul 04, 2011 3:50 pm, edited 1 time in total.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Snork »

That is pretty good :) There are some unnecessary edges but overall that is an amazing first model. Great work!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

that looks really good for a first model! :thumbs:
i dont know the exact name, but its the typical rifle from mass effect.
like snork said, it has many unnecessary edges. take the grip or scope for example. the have countelss edges on flat surfaces. they do not contribute to the shape of the model from any angle and therefore are unecessary. that of course i criticism on a high level, its a really good model for a first.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by FragMe! »

I agree with my two cohorts, very good for first model.

I also agree with their assessment of polygons with this additional hint.

Watch for n-gons, those are polygons with 5 sides or more, game engines don't like them.

In particular for your model, looking at the but of the gun where you have the polies all going to 1 point in the middle, you would be better off continuing the side edges across the back.
Easiest way to do this is select the polies on the back then do filter polygons, that will turn it to one polygon, then you can use the add edge tool \ to join the points from side to side as mentioned above.
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As an example, should do the Red edges and then either the Blue or the Green (would need to subdivide the Red edges you inserted earlier)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Battleffront_Conquer »

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Wires:
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WIP

Working on a character in a moderately higher poly count... this is simply the base model all human characters are gonna stem from.
Tips or comments are appreciated! :thumbs:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

wow, that looks really cool!
the shapes of the muscles etc. are awesome!
the general proportions seem a bit inhuman though. the upper are of the torso should be wider and not a straight line because its being pushed out by the ribcage. the chestmuscles appear pretty strong so the chest should go further down and stand out rather than going slowly down to the stomachmuscles. heres a referencepic the pelvic area also looks a bit weird because the thighs "merge" with the pelvisarea/lower torso but there should be a visible transition, especially in the lower frontal pelvis area. it looks a bit like hes wearing pants (i hope thats understandible) another pic
and one last thing: the neck-shoulder-transition: it looks like the shoulder- and neckmuscles are merged.and nother one
i hope that doesnt sound too harsh, the model is great and i could never make one like it!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Great model.. :eek: ..keep It up!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Battleffront_Conquer »

DarthD.U.C.K. wrote:wow, that looks really cool!
the shapes of the muscles etc. are awesome!
the general proportions seem a bit inhuman though. the upper are of the torso should be wider and not a straight line because its being pushed out by the ribcage. the chestmuscles appear pretty strong so the chest should go further down and stand out rather than going slowly down to the stomachmuscles. the pelvic area also looks a bit weird because the thighs "merge" with the pelvisarea/lower torso but there should be a visible transition, especially in the lower frontal pelvis area. it looks a bit like hes wearing pants (i hope thats understandible) and one last thing: the neck-shoulder-transition: it looks like the shoulder- and neckmuscles are merged.
Thanks, to be honest I didnt expect an actual response,
What exactly is mis-proportioned, I felt it was as well but I cant point it out. The chest is hard to get just right.. I had the rib cage more noticeable but I felt it screwed with the proportions of the chest, but I may re-incorporate it.. And I didnt want to edit the pelvic area too much because I wasnt sure if I was gonna need that area very detailed. And yeah the shoulders need to be more defined


Thanks again! :thumbs: :thumbs:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

Finished (Not Textured :( ) Quasar class carrier
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

nice model! the hangar seems to be a bit "open" though - there isnt much to guard it

seem like i havent posted a model here for some time, so here is a new detpack i made for prosecutor
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its inspired by the detpackdesign in the jedi knight series but with the shape based on the swbf2 one.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

Thanks
yeah it is abit open but thats how the design is :yes:
also awesome detpack again :thumbs:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

That's a great detpack!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

This is from the models of the Crhistophsis 3.0 map (Future versión)
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