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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computergeek
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Re: SWBF Series Model Showcase Thread v4.0

Post by computergeek »

IndianaJoe wrote:any idea what the inspiration was? :D
Nerf Longshot?

Nice models everyone!
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

computergeek wrote:
IndianaJoe wrote:any idea what the inspiration was? :D
Nerf Longshot?
no, actually it was this: Mk14EBR
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Darqeness
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darqeness »

MA5B assault rifle from Halo. Sitting just under 700 polys at the moment, might have to cut it down a bit for the 3rd person model.

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Re: SWBF Series Model Showcase Thread v4.0

Post by lucasfart »

Wow! thats an awesome model Darqeness! Good to see another good modeller joining the community. Keep it up, and i can't wait to see what you come up with next :thumbs:
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Re: SWBF Series Model Showcase Thread v4.0

Post by fai222 »

I love it!
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Re: SWBF Series Model Showcase Thread v4.0

Post by RogueKnight »

Darqeness wrote:MA5B assault rifle from Halo. Sitting just under 700 polys at the moment, might have to cut it down a bit for the 3rd person model.
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Why would you need to cut it down? Right now you can still add in a thousand polys or so and get away with it.
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Re: SWBF Series Model Showcase Thread v4.0

Post by CodaRez »

Yeah I was wondering about that. Noticed ur cylinders have lots of beveling so I'm like "ok maybe that is pushing it"

Then again u said 700 pollies. My VisualMunge complains about my models actually having 1000-2000+ pollies.

So yeah, u can splurge a lot more, and even when u think u had u still could (i think there was at least a single 5000 poly weapon i made)


ANYWAY that model truly is more streamline than any first model (or much of my current models) I made. Welcome dude, I see u have a bright future ahead :wink: (it can't be ur first model right?)
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fiodis »

However, reducing the polies on the cylinders down to eight or ten won't make much of a visual difference. As long as you can save resources with a few second's extra work, why not?
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Re: SWBF Series Model Showcase Thread v4.0

Post by RogueKnight »

Fiodis wrote:However, reducing the polies on the cylinders down to eight or ten won't make much of a visual difference. As long as you can save resources with a few second's extra work, why not?
Less polys on cylinders means more polys elsewhere.
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Re: SWBF Series Model Showcase Thread v4.0

Post by ANDEWEGET »

Six sided cylinders will do on the 3rd person model. Remember that you can delete many polies on the right side and the bottom of the model for the 1st person version.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darqeness »

Thanks for the comments guys. I have a bit of experience with modelling but I'm a complete noob at modding BF2. Just two quick questions:

1. Is the option there to implement your own fp reload animations or are we stuck with the default goldeneye style reload? Just wanted to know this before I go and make the clip a seperate element.

2. Is there a guide to the recommended/max polycounts for various objects (biped, scenery, vehicle, fp, 3p etc)? Search doesn't turn out anything concrete.

Thanks
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Re: SWBF Series Model Showcase Thread v4.0

Post by Maveritchell »

Darqeness wrote:1. Is the option there to implement your own fp reload animations or are we stuck with the default goldeneye style reload? Just wanted to know this before I go and make the clip a seperate element.

2. Is there a guide to the recommended/max polycounts for various objects (biped, scenery, vehicle, fp, 3p etc)? Search doesn't turn out anything concrete.
1) You can munge your own animations, but there's no support for creating any animations that involve separate parts to the weaponmodel (they can only be static).
2) The art_guide.doc in your BF2_ModTools\documentation folder covers recommended poly counts for most objects:
Polygon Count Limits (general guidelines):
Props - 0 - 500 polys
Buildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)
Vehicles - 1500 - 2000 polys
Characters - 1500 - 2000 polys
Despite these being written guidelines these are on the low end of the scale. I wouldn't exceed about 5 or 6k polies for any single object (although there are a few in the stock game that have in excess of 10k, I believe) and for vehicles and characters it's a good idea to stick in the sub-4000 range. For weapons, maybe shoot for around 1500 as an upper bound. Optimization is always best, though, and I'm sure that others may have different (and better-educated) opinions on these limits too - they are obviously not hard and fast.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darqeness »

Great! Thanks a lot! :D
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

I present my latest kitbash: Jedi Adventure Gear
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ingame
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credits to Pandemic for models and skin bases,
Muchas Gracias to DEVISS for converting it :D
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

Looks awesome! Very nice kitbash, you really turned it in something new. My only "negative comment"/"wishful encouragement" is that you could make the white robe parts that go over the front of the torso have a little more definition by making that go at a slight angle inwards towards the crotch and that the weighting of that part could be improved a bit (by adding a couple of subdivisions, I don't think that'd hurt) and that the model could also use some clothcollision in the legs. But, once again, I find that you made a very well-done kitbash.

@Darqeness
Wow, I'm amazed at the simple clean model you made. It's truly inspiring. May I ask you two questions?
1. For your poly-count, did you take into account that you have to turn everything in quads and triangles before exporting because SWBFII doesn't support polygons with more than 4 sides?
2. Which modelling program do you use? (I ask this just because I'm curious)
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Re: SWBF Series Model Showcase Thread v4.0

Post by CodaRez »

mswf wrote: 1. For your poly-count, did you take into account that you have to turn everything in quads and triangles before exporting because SWBFII doesn't support polygons with more than 4 sides?
Huh? I made plenty of *over 4-sided* polygons in my models and they are all fine.
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

But I guess all those get triangulated in the export process, so you still get a model with more sides than you first had. I could also be mistaken, but it just seems strange to me that zeroengine would support multi-sided faces.
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Re: SWBF Series Model Showcase Thread v4.0

Post by ANDEWEGET »

1. You dont have to turn everything into tris/quads, i had up to 8 sided polygons and it was never a problem ingame. More sided polygons will eat up as much power as the same triangulated will do, it has exactly the same count of tris, theyre just hidden.

This guy can explain it better:
http://www.youtube.com/watch?v=VXS70tRh ... re=related
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

I brought up the multi sided thing because if you're counting polygons for performance comparison. My whole point was, like explained in the gorillacg video, that the game will count 1 six-sided polygon as 4 triangles if we're looking at it game-performance wise.
I also know that this usually doesn't matter that much when counting polygons when estimating an approximate tri-count, but it's just that I noticed that there were quite a lot in Darqenesss' model, which could result in an incorrect estimate for deciding whether to choose to further un-detail the model or not.
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Re: SWBF Series Model Showcase Thread v4.0

Post by ForceMaster »

Some playermodels for an TCW REP side.

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I'm working on it yet.
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