SWBF Series Model Showcase Thread v3.0
Moderator: Moderators
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Re: SWBF Series Model Showcase Thread v3.0
Don't worry man! 
- Gen.Kenobi
- Corporal

- Posts: 150
- Joined: Sun Feb 08, 2009 3:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Lieutanant Commander aboard ENTERPRISE NX-01
Re: SWBF Series Model Showcase Thread v3.0

Based in this: http://images2.wikia.nocookie.net/starw ... ighter.jpg
Fighter...needs a name: 1616 polys =P
Wireframe:
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 v3.0
looks good, althoug the the mainbody and especially the nose looks smooth and round on the pciture
(and i would remove the many polygons on the wings)
(and i would remove the many polygons on the wings)
- destructo_bot
- Chief Warrant Officer

- Posts: 329
- Joined: Sun Aug 10, 2008 3:14 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Orkney, a place of... well... farming. Scotland FTW!
Re: SWBF Series Model Showcase Thread v3.0
Thankyou, I had forgotten about the polygon tool. That pillar was an older model, from my ignorant days of not noticing the amount of edges a curve in sketchup uses. The surfaces show up fine, to answer your question. The textures however, do not.mswf wrote:I get that too, but do you also miss the surfaces on your model? (btw, next time you model in sketchup, click on the circle or polygon tool, then type the number of edges you'd want it to have. For SWBFII, round details usually only require 5 to 6 edges to still look good)destructo_bot wrote:My first attempt, actually. Only thing is, in the process the textures seem to have been left behind, but apart from that, its about the right size. Unfortunatley, as I have almost no experience with XSI, I have no idea how to texture/delete random lines. Texturing I will need to look in to, but is there a fairly simple way of erasing lines?
thanks!DarthD.U.C.K. wrote:you can delete edges (the connections between "points") be selecting them with the raycast edge selection tool (its shortcut is "I") and the deleting them by pressing the delete button on your keyboard
-
Splat
- Private Second Class
- Posts: 74
- Joined: Mon Oct 20, 2008 4:10 pm
Re: SWBF Series Model Showcase Thread v3.0
nice!!!!!!!!!! i was thinking of making a ship similar to that, well, you beat me to it! And did a good jop!Gen.Kenobi wrote:Based in this: http://images2.wikia.nocookie.net/starw ... ighter.jpgHidden/Spoiler:
Fighter...needs a name: 1616 polys =P
Wireframe:
Hidden/Spoiler:
and mine are always over polyed
- Gen.Kenobi
- Corporal

- Posts: 150
- Joined: Sun Feb 08, 2009 3:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Lieutanant Commander aboard ENTERPRISE NX-01
Re: SWBF Series Model Showcase Thread v3.0
Thank you dude! If anyone would like to give a try on texturing, feel free to.
-
Splat
- Private Second Class
- Posts: 74
- Joined: Mon Oct 20, 2008 4:10 pm
Re: SWBF Series Model Showcase Thread v3.0
hehe.. i dont like texturing either
mine always suck...
but there are some wasted polys in the viertical wings, you can eliminate quite a few.
mine always suck...
but there are some wasted polys in the viertical wings, you can eliminate quite a few.
- 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 v3.0
after fighting with normalmaps and texture projections:
Hidden/Spoiler:
Hidden/Spoiler:
-
vegati
- Chief Warrant Officer

- Posts: 352
- Joined: Fri Dec 26, 2008 1:21 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At Gametoast.com enjoyin some fresh salmon jerky. Mmmmmm.
- Contact:
Re: SWBF Series Model Showcase Thread v3.0
WOW! Darth that looks greatDarthD.U.C.K. wrote:after fighting with normalmaps and texture projections:Hidden/Spoiler:Hidden/Spoiler:
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
Re: SWBF Series Model Showcase Thread v3.0
[ fanboy="MM"]
woohoo! Made that just for fun or art thou planning a map with it? Either way, sweet![/fanboy]
- destructo_bot
- Chief Warrant Officer

- Posts: 329
- Joined: Sun Aug 10, 2008 3:14 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Orkney, a place of... well... farming. Scotland FTW!
Re: SWBF Series Model Showcase Thread v3.0
whoah, that thing is creepy. Amamzing work as usual.
- Blade
- Captain

- Posts: 496
- Joined: Fri Apr 04, 2008 11:02 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v3.0
@The_Emperor
.
The model looks awesome (especially with the NormalMap applied), it made me jump, however, when I opened the hide tagsDarthD.U.C.K. wrote:for ITfactors gamecomplex
models and textures 100% selfmade as usual
- destos
- Chief Warrant Officer

- Posts: 349
- Joined: Sat Sep 22, 2007 10:37 pm
Re: SWBF Series Model Showcase Thread v3.0
thats a seriously sweet object darth, i kinda wanna play that game again now =D, and perhaps even get somewhere since i never beat it myself, its so confusing in the beginning....
off-topic: to those who have played majoras mask, wasn't there a single tree ontop of the moon? and wasn't it only visible when u viewed out the observation towers telescope? i could of swore he had a tree on him... but looking on google i couldn't find a single image that had it though...
off-topic: to those who have played majoras mask, wasn't there a single tree ontop of the moon? and wasn't it only visible when u viewed out the observation towers telescope? i could of swore he had a tree on him... but looking on google i couldn't find a single image that had it though...
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
Re: SWBF Series Model Showcase Thread v3.0
O, right. The letters, they escaped me instead of forming words.Blade wrote:@The_EmperorThe model looks awesome (especially with the NormalMap applied), it made me jump, however, when I opened the hide tagsDarthD.U.C.K. wrote:for ITfactors gamecomplex
models and textures 100% selfmade as usual.
- MetroidNut
- Private Second Class
- Posts: 65
- Joined: Sun Jun 28, 2009 3:21 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Right behind you. ...Gentlemen.
Re: SWBF Series Model Showcase Thread v3.0
Well, here's my first attempt (aha, yet another my-first-model. Suffer) at a usable BF II weapon. I'm calling it the CL19. Built it as an assault rifle, though I'm thinking it looks rather more like a carbine. The texture is a slightly-modified Death Star bridge texture.
Oh, and very nice work on the Majora's Mask moon.
Hidden/Spoiler:
- 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 v3.0
It looks a little blocky/squarish, but the basic concept is nice. With some detail work it could be a really nice weapon model. 
-
fiddler_on_the_roof
- 1st Lieutenant

- Posts: 460
- Joined: Wed Nov 12, 2008 5:28 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v3.0
ditto,Eggman wrote:It looks a little blocky/squarish, but the basic concept is nice. With some detail work it could be a really nice weapon model.
nice work
- Silas
- Captain

- Posts: 481
- Joined: Thu Oct 11, 2007 5:30 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: SWBF Series Model Showcase Thread v3.0
You could try rounding off the corners with the bevel tool. The block that the barrel comes out of would look good rounded. Looks really good for your first modelMetroidNut wrote:Oh, and very nice work on the Majora's Mask moon.[/Hide]Hidden/Spoiler:
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: SWBF Series Model Showcase Thread v3.0
^That'll just add unnecessary polygons, the added detail wont even be noticed in game. Keep it as low poly as possible.
- redgroupclan
- High General

- Posts: 867
- Joined: Thu Jan 24, 2008 11:47 pm
- Location: For less cheap gameplay - BF2 v1.1 server "NoEngineersAntiGlitch"
Re: SWBF Series Model Showcase Thread v3.0
Just a suggustion, may want to make the two cannons a little smaller.vampire_lord wrote:I am back.
Long ago, I showed you some progress on my Turbo Laser Turret, and I am prone to brainstorming and sometimes not having enough concentration to finish my models (Corellian Gunship is still on hold, as well as a new Quasar Fire Class Bulk Cruiser), but now I think the basic modeling of my turret is complete.
Hidden Line Removal viewWireframes on XSI 6.0 Mod ToolHidden/Spoiler:Now there is one thing, I obviously need to add some nulls and prepare it for someone else who can:Hidden/Spoiler:
1.- Work with textures (I can put them, but I am still unable to understand how to put some bump map and stuff.)
2.- Rework the nulls if needed (So I will have all groups outside of DummyRoot for checking.)
3.- Most important, export to MSH so everyone in GT and SWBFII modding community can use it.
4.- Preferably someone who can make an ODF to use it. XD
And you say you have a Corellian Gunship on hold? That would be tight. Gonna make it fire missles and lasers?
Just out of curiousity, are you perhaps inspired by Star Wars Empire at War? That Turbolaser looks like the one on it, and the Gunship is on it.



