SWBF Series Model Showcase Thread v4.0

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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Re: SWBF Series Model Showcase Thread v4.0

Post by lucasfart »

Awesome work Fiodis! I've been thinking about making a medieval map lately, although i haven't done anything yet. Can't wait to see it when its finished, and i hope such a high-poly model works alright ingame.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Obi-Wan Kenobi »

:shock: Oh wow, that is nice. ^off topic^ It would be nice to have a medival map, it would be a change.
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Maveritchell wrote:Just a sculpt, or have you modeled it also? I assume you're not rigging in "digital media."
This is just the Hi-Poly that I'm going to bake a normal map off of. First I finish the sculpt, export as wavefront obj. Import into XSI, setup and do some Armor using Hard Surface Sub-Division modeling. Then I build my Low-Poly, UV map the Low and Bake down Normal and AO maps from there. Then I build a Skeleton and rig and weight it.

Digital Media 243. 3D character design and animation. Technically I'm supposed to use Maya+ Mudbox, but the Instructor knows me, and lets me use my own stuff. Mostly because he has no experience using 3D sculpting applications, since the school just got Mudbox.

I pretty much take the class to round out my Credits selection.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Some more work has been made for the Warhammer 40,000 mod.. here are some Necrons:

From left: Immortal, Warrior, Flayed one (without skin), and Necron Lord
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Re: SWBF Series Model Showcase Thread v4.0

Post by lucasfart »

Wow. they look good Battleffront_Conquer! Only thing is, you probably shouldn't have attached the weapons to the body...
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Re: SWBF Series Model Showcase Thread v4.0

Post by Sky_216 »

Agreed, also their poses are completely wrong for BF2. Need arms out to the sides.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

lucasfart wrote:Wow. they look good Battleffront_Conquer! Only thing is, you probably shouldn't have attached the weapons to the body...
They arent attached, just posed there.
Sky_216 wrote:Agreed, also their poses are completely wrong for BF2. Need arms out to the sides.
I know this, Iput them this way so I can have them all in the picture together, I'll have they're arms positioned correct when I convert them into XSI, also I will be making completely new animation sets for each character...

But thank you none the less
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Re: SWBF Series Model Showcase Thread v4.0

Post by CommanderBacara/CC-1138 »

Battleffront_Conquer wrote:Some more work has been made for the Warhammer 40,000 mod.. here are some Necrons:

From left: Immortal, Warrior, Flayed one (without skin), and Necron Lord
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:shock: nice models!
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Thank you, I appreciate it!
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Re: SWBF Series Model Showcase Thread v4.0

Post by SW_elite »

WOw, Your a neat modeler mate...!!! Nice job!
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Squoobus »

Battleffront_Conquer wrote:Some more work has been made for the Warhammer 40,000 mod.. here are some Necrons:

From left: Immortal, Warrior, Flayed one (without skin), and Necron Lord
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Image
Are you gonna have the green glow and all?

Off-topic: Hey, your avatar is Spongebob!
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fiodis »

Good luck texturing those playermodels.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Hahaha yes they will have the glow, so in dark maps they will be easy to spot (And yes I hand drew him as a drunk)

And I use blender to get the UV maps

Thank you for the compliments

Edit:
Some more work on warhammer 40k characters:

Tau firewarrior:
Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread v4.0

Post by Gogie »

Battleffront_Conquer wrote:Hahaha yes they will have the glow, so in dark maps they will be easy to spot (And yes I hand drew him as a drunk)

And I use blender to get the UV maps

Thank you for the compliments

Edit:
Some more work on warhammer 40k characters:

Tau firewarrior:
Hidden/Spoiler:
Image


Soo... many... polys... good models tho, what program were they made in?
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Gogie wrote: Soo... many... polys... good models tho, what program were they made in?
They actually dont have that many polys... only about 1600... and I use 3Ds Max

Edit:
Another unit from the Tau; Pathfinder
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Re: SWBF Series Model Showcase Thread v4.0

Post by Caleb1117 »

Fiodis wrote:That looks very nice.

Something I've been working on for a few hours today. The house models aren't mine, but the walls and turrets are. I found it's a bit difficult to get everything to line up perfectly in ZE, so I'm making my map in XSI now.

Medieval Project, though long-dead, is starting to rise from the grave:
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The little guy standing in the chapel graveyard is the stock Republic EP2 trooper, for size comparison.

EDIT - Ah, nearly forgot. Credits to and for:
Medievalworlds for the tall white house (and RougeKnight for conversion to obj format)
Gerzi 3D ART for the chapel, graveyard, and similar house next to it
[Unknown author] for the wood drying shed.
Wood Drying shed is mine.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fiodis »

Ah, thanks, Caleb.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Labj »

WIP: HD clone trooper:

Helmet:
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(still a WIP)

Known bugs:

The back round thing was made incorrectly and faulty
The pair of holes in the frontal part are crocked
Crest simerty has not been made yet.
Some parts of the upper part look squary.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Wonderboy »

I have only a basic understanding of this, but are you going to use that model as is in game? Or will you make a low poly version of it and bake the normal map of the hi-poly onto it?
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

theoretically you can use it ingame but currently it has so many polys that half of them will be invisible and most of them will hardly be noticed ingame

but on the other side it doesnt have enough polys/a smooth enough polyflow to be a highrez for a normalmapbake
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