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.
Hey, you probably know that i have a lot of WIPs models started but unfinished, if you didn't, now you know. So my actual project is to finish my unfinished models or redo some old finished models, and i start now.
I begin with my old Concordian Door model (my 3rd model ever, made 2 years ago):
A before/after pic comparison:
Hidden/Spoiler:
An ambient occlusion render:
Hidden/Spoiler:
And a vid of the new animated door model (watch in full screen):
There are a lot of edges that can be deleted that wouldn't change the shape of the model in any way. Mostly delete all the edges running horizontally and vertically across the front face of the doors then go back and add edges with '\' connecting vertex's to make everything neatly back into quads. Before doing this do Shift+S and go into the stats tab and watch the polycount drop.
minilogoguy18 wrote:There are a lot of edges that can be deleted that wouldn't change the shape of the model in any way. Mostly delete all the edges running horizontally and vertically across the front face of the doors then go back and add edges with '\' connecting vertex's to make everything neatly back into quads. Before doing this do Shift+S and go into the stats tab and watch the polycount drop.
It is exactly what i did, i added all those edges for having a clean geometry and quads. But if you think, i don't understand your advice, can you do a quick paint over, please? Thanks .
you only need to add additional edges to flat surfaces if they are really large and going to be vertexlit (which in battlefront only omni lights do).
heres a suggestion for the edgeconnections, quads and one triangle:
DarthD.U.C.K. wrote:you only need to add additional edges to flat surfaces if they are really large and going to be vertexlit (which in battlefront only omni lights do).
heres a suggestion for the edgeconnections, quads and one triangle:
Hidden/Spoiler:
Ah yes, i understand, i just liked the quads presentation on my model , and the polycount isn't very big, so i kept it like that. My version in 632 triangles and the one i tried with your method (and mini's too) is 436 triangles. But i prefer my presentation. Thanks for your advices, and for the paint over though .
Khicken wrote:are you going to release it
because it looks great
Thanks, but i don't release my assets, only the work i do with them (mods/maps).
Well having triangles isn't going to be a bad thing, everything gets triangulated on export to .msh anyway. Quads are just easier to look at but I think he misunderstood what it means to have a model in quads since he has all those intersecting edges that are creating vertex's that are meaningless to the models shape.
You are right. Finally, i used your techniques, the verticles/edges don't add any shapes at all, so they are useless. Next step: UVing/Texturing and get it ingame(Won't be hard, already did that for that door 2 years ago).
EDIT: Here's the final shape, now all is lined up properly, there's no spaces between the parts of the doors until the anim start (of course).