SWBF Series Model Showcase Thread v3.0

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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obiboba3po
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Re: SWBF Series Model Showcase Thread v3.0

Post by obiboba3po »

That's pretty neat. Would like to see a good texture on it.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Gen.Kenobi »

Anyone would like to give it a try?

PS: if the guys who still doign the WW2 project want, just PM me.
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Re: SWBF Series Model Showcase Thread v3.0

Post by RogueKnight »

Gen.Kenobi wrote:Anyone would like to give it a try?

PS: if the guys who still doign the WW2 project want, just PM me.
You'd like to give it a try :)

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Re: SWBF Series Model Showcase Thread v3.0

Post by DarthD.U.C.K. »

not bad, but it looks a bit blocky to me..
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Re: SWBF Series Model Showcase Thread v3.0

Post by MandeRek »

A simple, yet effective new villain for Battlefront Zero. He was a major part in the Clone Wars, and you'll find him fighting on maps, and hero assaults ofcourse. For weapons, a shoto/proto/the short lightsaber thingie and a normal lightsaber, both blue. Pics of new grips, and ingame pics up soon in Heroes topic. Also, dreads are animated ofcourse! Here he is...

Image
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Re: SWBF Series Model Showcase Thread v3.0

Post by sampip »

w-o-w! he looks amazing!!! are the tentacles meant to be that dark though, they look slightly strange in contrast with the light brown head? amazing model as always though!
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Re: SWBF Series Model Showcase Thread v3.0

Post by Master_Ben »

:eek: :eek: That looks amazing. No really complicated modeling, just a good texture and pure awesomeness. Plus, we can always use more material for BF0! :yes:
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Re: SWBF Series Model Showcase Thread v3.0

Post by MandeRek »

sampip wrote:w-o-w! he looks amazing!!! are the tentacles meant to be that dark though, they look slightly strange in contrast with the light brown head? amazing model as always though!
I think they should be that dark, since it's hair dreads, not tentacles from flesh and blood. Thanks 'bout comments, indeed not the most complicated model. Ingame pic now in heroes thread.
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Re: SWBF Series Model Showcase Thread v3.0

Post by VF501 »

Nice MandeRek, good use of existing asset pieces to make a completely new model. Only things I find off is the width of the dreads, they seem kind of big and the face texture looks painted. You could try making a bump map of it (that part only) to define his wrinkled Weequay skin texture better.

@Kenobi: Nice model, more suited for a RTS game though. Chamfer/Bevel some edges to add some detail and lose the blocky shape. Be more daring and add more details you would see up close on something that large. You can easily go to 3000 polygons for something that big and not lose any efficiency, or strain the engine. I've had 16 or more 5000+ polygon Characters running around ingame before so it doesn't strain ZeroEngine all that much. I also suggest you learn how to Unwrap and texture models, its a useful skill and doesn't make you beholden to others to finish your work. Just start small with 1000 tri count max models and work up from there.
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Re: SWBF Series Model Showcase Thread v3.0

Post by minilogoguy18 »

I think you should ditch the shader, cloth doesn't shine in real life. ;)
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Re: SWBF Series Model Showcase Thread v3.0

Post by Maveritchell »

minilogoguy18 wrote:I think you should ditch the shader, cloth doesn't shine in real life. ;)
That's not an ingame render; that's the XSI spotlight (as it's an XSI screengrab).
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Re: SWBF Series Model Showcase Thread v3.0

Post by minilogoguy18 »

Oh I'm a dummy, it must be XSI Mod Tool, I have mental ray set to not render like that. =p

In that case post some pics just by doing Print Screen with user view maximized set to textured decal so see more of how it really should look since the shine is throwing if off.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Thunder »

Textured Commando
Hidden/Spoiler:
Image
Credits To RepSharpShooter
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Re: SWBF Series Model Showcase Thread v3.0

Post by Super_Clone »

Thunder wrote:Textured Commando
Hidden/Spoiler:
Image
Credits To RepSharpShooter
If you ever release that you will be my very best friend..... gimmegimmmegimmegimme
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Re: SWBF Series Model Showcase Thread v3.0

Post by RepSharpshooter »

Super_Clone wrote:gimmegimmmegimmegimme
Don't be such a jerk :? he'll release it if he wants to.

Nice model by the way.


minilogoguy18 wrote:I think you should ditch the shader, cloth doesn't shine in real life. ;)
That's not an ingame render; that's the XSI spotlight (as it's an XSI screengrab).
XSI materials by default have ridiculous amounts of specular hardness, around 50, and matte materials are around 0.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Super_Clone »

RepSharpshooter wrote:
Super_Clone wrote:gimmegimmmegimmegimme
Don't be such a jerk :? he'll release it if he wants to.

Nice model by the way.
I was only kidding, and anyways, thats my way of saying thats awesome... :roll:
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Re: SWBF Series Model Showcase Thread v3.0

Post by MsHwIz »

This is my first head model which I rigged for facial animation.
This is the base shape..
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open..
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wide..
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and narrow..
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Also please feel free to criticize because I want to know what to change for future reference
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Re: SWBF Series Model Showcase Thread v3.0

Post by jedi_pilot »

Looks awsome!!! To bad SWBFII can't handle animations like that...
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Re: SWBF Series Model Showcase Thread v3.0

Post by bobfinkl »

Gen.Kenobi wrote:
Hidden/Spoiler:
Image
My lastest model.

Landkreuzer Monster
A Massive German Grand Artillery (Supergun) With A 800mm Cannon [WW2]
Looks good on its own, but no offence it looks nothing like the real thing.
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Re: SWBF Series Model Showcase Thread v3.0

Post by VF501 »

The Cranes arching over the gun are separate structures, and he didn't model the Four Stabilizers that extend from each corner to prevent the gun from being pushed back by each firing.
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