An answer to that question; It's probably good, the less polys you use, the better it functions ingame (causes les latency), but saving too much results in an "ugly" model. What Fragme! probably meant was that you have found a good balance in your model between those two opposites.sampip wrote:Is that good or bad?
SWBF Series Model Showcase Thread v4.0
Moderator: Moderators
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
That is exactly what I meantmswf wrote:An answer to that question; It's probably good, the less polys you use, the better it functions ingame (causes les latency), but saving too much results in an "ugly" model. What Fragme! probably meant was that you have found a good balance in your model between those two opposites.sampip wrote:Is that good or bad?
oh and to answer your other question sampip a unit is about 2 default xsi squares tall.
@sky nice hanger. you going to attempt the shiny relfected floor part of it too, look nice with reflection but it looks like it would be a pain to do.
-
RogueKnight
- Space Ranger
- Posts: 2512
- Joined: Sat Nov 22, 2008 1:50 pm
- Projects :: Life. Work.
- xbox live or psn: No gamertag set
- Location: Washington, US
Re: SWBF Series Model Showcase Thread v4.0
Based off of the Imperial Shipyard from TFU?Skyhammer_216 wrote:A mostly kitbashed TIE hangar for a map for DT II. Not finished, and almost all the props will be placed in ZE rather than XSI (Same goes for TIE's on floor - they're just there to give a sense of scale + look pretty).
Hidden/Spoiler:
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v4.0
@FragMe!: no because (1) don't really have the time and (b) because of following model and similar things, where its not possible.
@DRK: nope, although did consider having a go at the shipyard but decided against.
Anyway here's a TIE launch/land platform for same map. TIE and clone guy are there just for scale. UVs on arch are pretty bleh.
@DRK: nope, although did consider having a go at the shipyard but decided against.
Anyway here's a TIE launch/land platform for same map. TIE and clone guy are there just for scale. UVs on arch are pretty bleh.
Hidden/Spoiler:
-
Null_1138
- Jedi

- Posts: 1192
- Joined: Thu Oct 16, 2008 4:05 pm
Re: SWBF Series Model Showcase Thread v4.0
Beast!Skyhammer_216 wrote:Hidden/Spoiler:
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: SWBF Series Model Showcase Thread v4.0
it looks plain awesome!
-
Darth_Spiderpig
- Sith Master

- Posts: 2631
- Joined: Fri Mar 27, 2009 10:23 am
- Projects :: Something cool...
- xbox live or psn: Has no xbox....Yup
- Location: Does whatever a Spiderpig does
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
That is a masterpiece 'till now. 
- Wonderboy
- Chief Warrant Officer

- Posts: 353
- Joined: Sun Jul 12, 2009 12:54 pm
- Projects :: Making apples into applesauce
- Location: Eastern South Dakota
Re: SWBF Series Model Showcase Thread v4.0
What do you mean till now? It will always be a masterpiece. Very nice work.
-
Darth_Spiderpig
- Sith Master

- Posts: 2631
- Joined: Fri Mar 27, 2009 10:23 am
- Projects :: Something cool...
- xbox live or psn: Has no xbox....Yup
- Location: Does whatever a Spiderpig does
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
It could be that he mess it up somehow.
Or get a bad virus...I don't know, the model is awesome, that's what counts.
Or get a bad virus...I don't know, the model is awesome, that's what counts.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v4.0
Well thanks everyone but honestly I think masterpiece is overstretching it a bit...the UVs are as I said bleh and the models very simple.
Oh and its also quite possible it won't get used at all.
Updated pics of main hangar soon.
EDIT: Main Hangar done, here they are:
Wireframes:
Oh and its also quite possible it won't get used at all.
Updated pics of main hangar soon.
EDIT: Main Hangar done, here they are:
Hidden/Spoiler:
Wireframes:
Hidden/Spoiler:
-
Taivyx
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
Wow, very nice. A welcome respite from the same Death Star hanger used over and over again.
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
That look really good, and because I am probably crazy, it is screaming for an animation. Sorry just had visions of a tie trundling down on the track moving from here to there kind of thing.
Even crazier is if this was meant to have flyable tie, make the animation coincide with the spawning of the ties, no that is just too wacky, cool but wacky.
Even crazier is if this was meant to have flyable tie, make the animation coincide with the spawning of the ties, no that is just too wacky, cool but wacky.
- Eggman
- Master Bounty Hunter

- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: SWBF Series Model Showcase Thread v4.0
I love those hangars.
Only problem I see is that the arch for the launching pad looks a little small for the TIEs to squeeze through. Sure, they might physically fit, but that wouldn't be fun to fly through on a daily basis. 
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v4.0
@Egg: Yeah probably won't be using the launch pad anymore (can think of a good use for it if it's reskinned) so that'll be an equipment/storage/repair bay in there.
@FragMe! - not wacky at all, already planning to do the first one. Second one is probably do-able but map probably won't have flyable TIEs and don't really want to do it (too much time and effort).
@FragMe! - not wacky at all, already planning to do the first one. Second one is probably do-able but map probably won't have flyable TIEs and don't really want to do it (too much time and effort).
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: SWBF Series Model Showcase Thread v4.0
Nice work Sky! If the final product is as promising as these early models look I might have to step it up and really make something nice too.
I think you are being over-critical of yourself on the UVs for the small landing pad. I agree that the sides of the pad could be adjusted (they seem to be scaled pretty small), but overall the design is solid.
I think you are being over-critical of yourself on the UVs for the small landing pad. I agree that the sides of the pad could be adjusted (they seem to be scaled pretty small), but overall the design is solid.
-
RogueKnight
- Space Ranger
- Posts: 2512
- Joined: Sat Nov 22, 2008 1:50 pm
- Projects :: Life. Work.
- xbox live or psn: No gamertag set
- Location: Washington, US
Re: SWBF Series Model Showcase Thread v4.0
Gun I did when i was bored, half finished texture.
Questions, Comments, Flames, Jawas?
Hidden/Spoiler:
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v4.0
Now something actually mine, house made a while ago for a non-SW map. Random clone guy once again there for scale. Ingame edge of thatch is transparent, chimneys let of smoke and lights on roof have blue lights attached.
First model I actually sketched a concept for. Helps hugely when making stuff from scratch.
First model I actually sketched a concept for. Helps hugely when making stuff from scratch.
Hidden/Spoiler:
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
Wow, looks good! What is it supposed to be though? I've got a question; if those two small domes on the sides are some kind of pottery/small sleeping units/whatever you've imagined them to be, where are the entrances? Right now the two things look good and fit nicely with the rest of the model, but what are they supposed to be?
Oh and why did you spend so much polygons on the entrance to the hut? I see them in the wireframe, but I don't see what purpose it fullfils from the textured screenshot.
The hut is really nice though, the textures look pretty realistic.
Oh and why did you spend so much polygons on the entrance to the hut? I see them in the wireframe, but I don't see what purpose it fullfils from the textured screenshot.
The hut is really nice though, the textures look pretty realistic.
- Fluffy_the_ic
- Hoth Battle Chief

- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
Flames. As in, I can see flames coming out of it. As in flamethrower.DarthRogueKnight wrote:Gun I did when i was bored, half finished texture.Questions, Comments, Flames, Jawas?Hidden/Spoiler:
@Sky: Very nice hut and hangar. The hut really does seem to have a lot of wasted polies, but it looks great nonetheless.
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: SWBF Series Model Showcase Thread v4.0
As those who I have forced to look at progress pictures for know, I have been working on the 4th member of the Rebel Special Ops (Spec Op) Unit.
Now I have decided I am far enough along to post some pictures of it.
Here is the Spec Op Marine. This is very loosely based on EP3 Jettrooper, I think the feet and hands are the only thing I haven't changed, everything else has modifications to the base unit or are from scratch models such as the helmet and all the red strap things.
Still have envelope tweaks to do as well as more texture detailing.
Texture is also from scratch (first big attempt at that
)
4 Pic xsi view
Close up xsi View
Helmet close up
Quick In game shot
Wireframe
Just kidding that was the hires used to create the ambient occlusion here is the lowres one
Now I have decided I am far enough along to post some pictures of it.
Here is the Spec Op Marine. This is very loosely based on EP3 Jettrooper, I think the feet and hands are the only thing I haven't changed, everything else has modifications to the base unit or are from scratch models such as the helmet and all the red strap things.
Still have envelope tweaks to do as well as more texture detailing.
Texture is also from scratch (first big attempt at that
4 Pic xsi view
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:







