SWBF Series Model Showcase Thread v3.0

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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Delta-1035
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Re: SWBF Series Model Showcase Thread v3.0

Post by Delta-1035 »

Yep, good job, Rogue.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Battleffront_Conquer »

I do like the shotgun. Very well designed. :D
Maybe you should try creating a few more "human" weapons, like a rocket Launcher, and a sniper rifle. I have a high respect for those who can create high quality materials for their models :thumbs:
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Re: SWBF Series Model Showcase Thread v3.0

Post by Grev »

Nice shotgun!
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Re: SWBF Series Model Showcase Thread v3.0

Post by Thunder »

Nice Shotgun

Another Small Project Of Mine
Samus Arm Cannon (74%)
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Re: SWBF Series Model Showcase Thread v3.0

Post by RogueKnight »

Codarez wrote:Maybe u should position the handle on the colorful cross too just incase. Hp_active sometimes go bonkers.
*pokes wireframe*
Battleffront_Conquer wrote:I do like the shotgun. Very well designed. :D
Maybe you should try creating a few more "human" weapons, like a rocket Launcher, and a sniper rifle. I have a high respect for those who can create high quality materials for their models :thumbs:
I do plan on it.

My texture does need a little work, I haven't gotten to the point where I can create my own texture, so I just diced up one I found on the internet.
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Re: SWBF Series Model Showcase Thread v3.0

Post by CodaRez »

Wonder if this is rather Glamour skins or Model showcase, but wth:

JOIN THE EMPIRE!:
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Lol FORGET the Empire JOIN THE REBELLION! For Freedom, Justice, and Lower Tax Values.

Plus, you wouldn't want to be in an army who can't even take care of its propaganda posters, pffffft

Probably gonna release em like, in what, an hour? 0_o

If anyone can find more imperial posters I could probably "rebelize" em XD
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Re: SWBF Series Model Showcase Thread v3.0

Post by newguy99 »

Hahahaha
ROFL
Nice, you should make something similar for clone wars!
p.s. where can I download it?
Last edited by newguy99 on Fri Jul 10, 2009 3:40 pm, edited 3 times in total.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Delta-1035 »

newguy99 wrote:Hahahaha
ROFL
Nice, you should make something similar for clone wars!
p.s. where can I download it?
Look in the released assets.

Oh wait, i'll give you the link: here
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Re: SWBF Series Model Showcase Thread v3.0

Post by Darth_Spiderpig »

hoho, loled at the rebel one and :eek:ed at the Imperial one :thumbs: :yes:
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Re: SWBF Series Model Showcase Thread v3.0

Post by newguy99 »

Thanks for the link!
I hope to download as soon as filefront is back up!
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Re: SWBF Series Model Showcase Thread v3.0

Post by YouJediJunkie »

Something I just put together for fun. :music:
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Re: SWBF Series Model Showcase Thread v3.0

Post by Super_Clone »

YouJediJunkie wrote:Something I just put together for fun. :music:
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:eek: I hope you release that....
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Re: SWBF Series Model Showcase Thread v3.0

Post by obiboba3po »

Super_Clone wrote:
YouJediJunkie wrote:Something I just put together for fun. :music:
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:eek: I hope you release that....
:lol: look at the wireframe super, very simple model. but as always, the yjj texture gives a simple model that "extra touch"
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Re: SWBF Series Model Showcase Thread v3.0

Post by YouJediJunkie »

Yeah, I believe in that a map with blocky geometry could still look better than a next-gen one if it had detailed texture work. :music:

Let me tell you this - 100 polygons are not 1,000 polygons, but a 256x256 image is always a 256x256 image, no matter what you do to it. :spam:
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Re: SWBF Series Model Showcase Thread v3.0

Post by CodaRez »

You guys will never hear the end of me:

Bacta Grenade:
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(I know its way too big ok so don't ask...)

And what its MEANT to look like:
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Man, SWGTCG artwork really helps me get ideas, lol.

It does look like it springs open when thrown, but unless thats possible and someone can do anims for me, i am gonna release it where you throw it opened. too bad XP
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Re: SWBF Series Model Showcase Thread v3.0

Post by VF501 »

YJJ wrote:Yeah, I believe in that a map with blocky geometry could still look better than a next-gen one if it had detailed texture work.
Warning: Wall o' Text

Actually, all Next-Gen graphics for games are pure smoke and mirrors. All that ultra fine detail you see is a texture/bit map, called a Normal Map which uses a color scale to indicate directions of a face normal, and when rendered correctly creates the illusion of geometry where none is. The illusion breaks down the closer you get to the model.

If you look at games like Fallout 3, Call of Duty 4/World at War, Gears of War, and Halo3 real closely, you'll see that the environment is quite low poly, there's just more props then older games have. With many of the Props being quite box like in shape with the minimum of geometry to support the normal map. Most Next-Gen character meshes top out at 6000-9000 polygons, and use Normal Maps generated off of 30,000 - Multi-Million Polygon Sculpts done in Mudbox or ZBrush.

While Next-Gen games carry a significantly larger amount of polygons per scene then old school games, the power leveraged by modern graphics cards has actually made Tri-Counts not as important as other factors. The real meat of rendering is given over to shader stacks, lighting and post-processed effects, such as Depth of Field. These eat up rendertimes the most, more so in a real time render engine such as a game uses.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Battleffront_Conquer »

VF501 wrote:
Hidden/Spoiler:
[quote="YJJ"]Yeah, I believe in that a map with blocky geometry could still look better than a next-gen one if it had detailed texture work.
Warning: Wall o' Text

Actually, all Next-Gen graphics for games are pure smoke and mirrors. All that ultra fine detail you see is a texture/bit map, called a Normal Map which uses a color scale to indicate directions of a face normal, and when rendered correctly creates the illusion of geometry where none is. The illusion breaks down the closer you get to the model.

If you look at games like Fallout 3, Call of Duty 4/World at War, Gears of War, and Halo3 real closely, you'll see that the environment is quite low poly, there's just more props then older games have. With many of the Props being quite box like in shape with the minimum of geometry to support the normal map. Most Next-Gen character meshes top out at 6000-9000 polygons, and use Normal Maps generated off of 30,000 - Multi-Million Polygon Sculpts done in Mudbox or ZBrush.

While Next-Gen games carry a significantly larger amount of polygons per scene then old school games, the power leveraged by modern graphics cards has actually made Tri-Counts not as important as other factors. The real meat of rendering is given over to shader stacks, lighting and post-processed effects, such as Depth of Field. These eat up rendertimes the most, more so in a real time render engine such as a game uses.[/hide][/quote]


Exactly... I have modded The Elderscrolls IV: Oblivion and if you ever put the editor in wire frame
you can see just how little polygons there are(the exception being Actor models)...
Very eloquently done VF501, also... You would happen to know how to use zbrush would you(sorry off topic) PM me if you do.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Super_Clone »

obiboba3po wrote:
Super_Clone wrote:
YouJediJunkie wrote:Something I just put together for fun. :music:
Hidden/Spoiler:
Image
:eek: I hope you release that....
:lol: look at the wireframe super, very simple model. but as always, the yjj texture gives a simple model that "extra touch"
Well, that made me feel stupid :P But still, Its awesome.
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Re: SWBF Series Model Showcase Thread v3.0

Post by Thunder »

94% Complete
Credits To Darth_Z13 For Samus Model And Arm Cannon Skin
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Re: SWBF Series Model Showcase Thread v3.0

Post by minilogoguy18 »

Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too many polygons.
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