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.
I found the stock Moisture Vaporator model to be small, inaccurate, and underdetailed, so I decided to make a more canon version. I left out a couple things for various reasons. I still have to clean the model up a bit, but here it is.
mswf wrote:It looks great! Great job if you're looking for more detail.
Hidden/Spoiler:
There are still places where you could get away with less polygons, like on the top parts of the four smaller cylinders.
In my opinion, he could add more details and subdivisions on the middle (i saw panels, vents on the references) and then bake those details on a low poly mesh, besides Darth D.U.C.K. just created a Guide topic about normal maps and other maps .
mswf wrote:It looks great! Great job if you're looking for more detail.
There are still places where you could get away with less polygons, like on the top parts of the four smaller cylinders.
Thanks, like I said I still have to clean it up a bit.
Lephenix wrote:
In my opinion, he could add more details and subdivisions on the middle (i saw panels, vents on the references) and then bake those details on a low poly mesh, besides Darth D.U.C.K. just created a Guide topic about normal maps and other maps .
Looks nice though .
Thanks. I however prefer to just work with the textures themselves, as I can produce pretty much the same end result without all the extra trouble of modeling it on. I intend to use bump/normal maps on pretty much every prop/building in my SWBF3 maps.
A lot of vertex's that can be removed, cylinders don't need that vertex in the center unless it needs to to come to a point, if it's just flat then there's no need for them.
The Nasal Abyss wrote:Don't forget to edit the normals of the model to make the round surfaces shade like they are round.
I didn't forget.
minilogoguy18 wrote:I spy...
A lot of vertex's that can be removed, cylinders don't need that vertex in the center unless it needs to to come to a point, if it's just flat then there's no need for them.
I'm fully aware of this, like I said, I needed to clean it up. Needed being proper, as I'm done. At least as done as I care to be before starting the UVs and texture.
Looks like a Helium-3 mining facility designed by humans to float high above the atmosphere of gas giants, such as that of the fifth planet in the Solar System, Jupiter.
AQT wrote:Looks like a Helium-3 mining facility designed by humans to float high above the atmosphere of gas giants, such as that of the fifth planet in the Solar System, Jupiter.
More like a diamond mining/research facility, but correct.
Oh, ok.
EDIT: here is my gun model.
and the wires:
The wires show the back part of the gun going inside of it, but that doesnt affect anything. As you can see I have rounded edges. I think its a good start. More detail = must. along with a proper texture.
EDIT: I shouldn't ever have more than a 4 edged polygon. And I have way to many useless edges/polygons. This is the fixed wireframe. HUGE thank you to Marth/Marco for helping me with it:
Now for the rest of the model, then the completely textured model.