Model showcase thread Part II

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: Model showcase thread Part II

Post by obiboba3po »

wow gogie thats incredible.
@black knight-that would look sweet ingame :D
thought this was only appropriate for the season :D (ace i used the method you gave me to make the body)
suggestions? ill prbly imporve the texture
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

Tis pretty good, but you gotta show a wireframe now, remember?
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Re: Model showcase thread Part II

Post by obiboba3po »

Fluffy_the_ic wrote:Tis pretty good, but you gotta show a wireframe now, remember?
i thought that would pass. but ill get a wireframe right now just incase.
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BLACK9_KNIGHT
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Re: Model showcase thread Part II

Post by BLACK9_KNIGHT »

Culvar wrote: :eek: Sweet ghost! You should definitely put it ingame. :bowdown:
thanks it took me problably about 6 or so hours. I will attempt to texture it, but since I'm not that good it will problably become an epic fail. I can't use ZE (vista :cpu: ) so I guess I could test it on a space map instead... worth a shot
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AceMastermind
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Re: Model showcase thread Part II

Post by AceMastermind »

Fluffy_the_ic wrote:Tis pretty good, but you gotta show a wireframe now, remember?
His pic is fine, it shows the edge flow and that's all that matters.
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

Gotcha, so we don't actually hafta use wireframe, we jsut hafta at least be in polygon/edge/point select mode? Good, cuz my computer's acting up and wireframe blends in with the my background color.
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Re: Model showcase thread Part II

Post by Silas »

the wireframe is only needed in complex models like character models or uber-sweet weapons i think. Don't think we need it for every object...
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Re: Model showcase thread Part II

Post by BLACK9_KNIGHT »

AceMastermind wrote:Alright fellows, let's stay on topic and get to posting some pics of your work.

Wireframe pics are a requirement for everyone from here on, so if you post a pic of your model in shaded or textured be sure to post a wireframe or wireframe on shaded pic also, this not only proves it to be your work and avoids plagiaristic accusations but others will also learn from your work by examining edge flow, and learning is the important thing here because the more you learn the better you'll get.
yeah they are :P
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

My latest model which i made for a friend. It's a random monster thing I named The Zargorx (Dunno why).
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Re: Model showcase thread Part II

Post by Fingerfood »

Heh. I actually really like it, Psycho! Great job!
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Fingerfood wrote:Heh. I actually really like it, Psycho! Great job!
Thanks! Good feedback always makes me happy xD. Anyway UVing it now.
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Re: Model showcase thread Part II

Post by elfie »

Don't remember if I posted this here yet or not, but here is the final version of my tank model that I started a while ago:

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Wireframe:
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It will be available for download soon. :D
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Re: Model showcase thread Part II

Post by Maveritchell »

@elfie: Lotta wasted polies on those wheels, and is that a finished texture?
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Re: Model showcase thread Part II

Post by elfie »

Maveritchell wrote:@elfie: Lotta wasted polies on those wheels, and is that a finished texture?
How are the wheels a waste? Are you suggesting that I remove them, because I think they make the model look complete.

I might change the texture a little, but I don't think it looks that bad.
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Re: Model showcase thread Part II

Post by Fingerfood »

Polies. He means there are wasted polies on the wheels. I can see several ways to reduce poly count on them.
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Re: Model showcase thread Part II

Post by obiboba3po »

elfie wrote:
Maveritchell wrote:@elfie: Lotta wasted polies on those wheels, and is that a finished texture?
How are the wheels a waste? Are you suggesting that I remove them, because I think they make the model look complete.

I might change the texture a little, but I don't think it looks that bad.
no by all means do not remove them. but if you look at the little white lines on them, those are the polies and there are a lotta them. if you go to modfiy>polymsh>filter polygons then that will sortof "merge" the unnecessary polies. and for the texture, for not UVing youre model (just allpying a texture to the whole thing) i think it looks pretty good. :yes:
(if anything is "off" in my description plz tell me im still learning lol)
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Re: Model showcase thread Part II

Post by Frisbeetarian »

He's talking about the extra circle inside the base of each cylinder for the wheels and the extra circle around the center of the lateral surface for the cylinders. This adds 10*2 tris*2 bases/wheel*10 wheels + 10*2 tris*lateral surface/wheel*10 wheels = 600 extra tris on the wheels alone. Your other cylinders have similar problems. The merging polygon method works, but can mess up the model if you do it too much.
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Re: Model showcase thread Part II

Post by YouJediJunkie »

Yeah, I know the anatomy is all wrong et cetera, but it was a 15 minute model so don't complain... :lol:
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

niiiiiiice...
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Re: Model showcase thread Part II

Post by YTF »

@Elfie - That's an awesome model. Do you mean to release it as an .msh? Or whatever the XSI file extension would be?

@YJJ - :Q___
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