The Citadel

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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yoyam

The Citadel

Post by yoyam »

This is the Citadel I am making for the HD map it includes the ramp, the walls and parts of the interior so far. Im opening this up for C&C and lookign for ways in how I can make it better.
Ill also post the new models im making to furnish the interior as time goes on.

Heres the pics: (56k warning)

thi is a lamp that hangs from the ceiling, theres no ropes yet.
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The bellows:
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The anvil:
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Im also looking for ideas on items I can add into the citadel later.
Items I have partially modelled but not put in yet:
Wall torch
Wall inlays
Weapon Racks (3 types)
Stables

Other things I plan on putting in:
Throne
Benches
Dining tables

If you know of any items that I havent listed and you think should go in feel free to suggest.

PS: this map isnt going for accuracy so if you want to whine about how the Citadel isnt accurate please take it somewhere else. If you want to suggest things that were in the movies feel free but dont whine because the armory inst next to the dining room or over the fact that there was no forge at HD.
DooFi

RE: The Citadel

Post by DooFi »

my suggestion is that you rework the anvils wireframe. Something like this:
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weeeee! This thread is quite colorful now. lol
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minilogoguy18
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RE: The Citadel

Post by minilogoguy18 »

man you guys gotta stop using hidden line removal, i cant see any real depth or scale in the models, just keep it in shaded mode and go into the display options for all cameras and check the box that makes wireframe show on unselected meshes.
yoyam

Post by yoyam »

np milo ill take my next pics in that mode

@Doofi no offense but I think my anvil looks better urs looks a too blocky for me. In case you were wondering this is the pic I was going from.

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Post by Qdin »

haha - we're talking about Anvils, people! xD

liek people will care anyways :roll: they probably won't care since they won't look into the shape in the game :)
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Post by Qdin »

are you people? :P
DooFi

Post by DooFi »

at least you called me people
haha - we're talking about Anvils, people! xD
:P :mrgreen:
But ok, I'm pretty sure I dont see games just like anyone else. It's the same course amateur-movie-makers have, you cant enjoy things anymore cause you're always thinking of how they made it and how it could be done better lol

ok i'm gonna quit spamming now *cough*


@yoyam:
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minilogoguy18
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Post by minilogoguy18 »

heh, i was gonna post just what you did doofi but i also have some more poly saving advise.

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look here at the exhaust hp's that i have in red (i put all my hps in red) and notice how theyre cylinder caps but i deleted the vert in the center and just drew edges going either horizontal or vertically, this should be done for any cylinder that just has a flat cap on the end cause it really does save polies especially if you use alot of cylinders.
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Post by JabbaLovesLava »

Hmmm, Mini' what if you just delete all the edges and have 1 polygon?
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Post by t551 »

Either the game will not render that, or it will handle it as triangles, so that is counterproductive.
DooFi

Post by DooFi »

man you're all totally fixated on polygons o_O
The triangle-count is the most important, cause the game will automatically triangulate all the polys before rendering. Or rather XSI converts everything to tris when you export as *.msh. One polygon can have thousands of vertices and how does the engine know how to render the surface when the verts don't match an even plane? Tris are ALWAYS even and cannot cause errors and stuff and additionally the tri-count is precise and gives information about calculating time and the like while the polygon-count does not tell anything about that because as I said, polys can have vast numebrs of verts and lots of edges.

I've never heard of any engine that is capable of rendering polys.



btw, awesome b-wing!
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Post by t551 »

Well, what mini was talking about was deleting the center vertex of a cylinder endcap, and when we talk about saving polies, we mean saving tris.
Deleting that center vertex on an 8-sided encap takes what was 8 tris and makes it 6 tris.
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Post by minilogoguy18 »

no game engine renders polies, no game engine even goes by poly count or even triangle count, the limits are the vertices that actually draw the triangles.
DooFi

Post by DooFi »

minilogoguy18 wrote:no game engine renders polies, no game engine even goes by poly count or even triangle count, the limits are the vertices that actually draw the triangles.
Yes, I forgot to mention that lol, but nevertheless tri-count is used by the majority of artists and is just as comparable as the vert-count ;) Its kinda the industry standard for model-complexity-measurement rofl

For modeling working with 4 or 5 verts per poly is the most comfortable and afaik you even should work with quads since it animates better (for characters and stuff, for just rotating wings and so on is pretty much indifferent, of course)
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Post by minilogoguy18 »

yeah but alot of times with characters on shoulders and hips you have to draw your own tris cause in quads it may not crease the way you want it to when deforming, editing the triangulation of a character model is key to making it deform correctly. but anyways, theres always less verts than tris, cause they all share the verts. ;)

ON TOPIC: show us some pics in the display mode i told you so we can get a clearer view of everything, and also in the display options turn on the headlight to get rid of the gnarly glare on the meshes.
yoyam

Post by yoyam »

ill post them in a day or so, I got a tonna HW to do today and I gotta do my senior portraits later too.

Thanx for all the advice guys and BtW Doofi that thing that you didnt know what it is, its a chopping block with nicks and cuts and stuff in it.

Also the citadel is currently pushing 5000 tri's is that too big for the game engine? (ill cut it down later but right now im keeping everything unmerged so I can mess w/ it until my hearts content.)
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Post by minilogoguy18 »

no, especially not for a level, my b-wing is 3k.
DooFi

Post by DooFi »

nah i believe 5000 tris is okay for an environment but you should split it up into several parts because the engine does not have to render the entire building at once then. You know what i mean, if you are in room A it does not render room B and so forth. Dont know how SWBF handles optimisations like this..
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Post by Bac-Talan »

WOoooOOOoOo!
Nice work on this. Should be really fun to kill people in...
Did I say that?
HeeHee...
oops...

Anyway, you've done some really nice work, and follow DooFi's advice about the spliting up and you should be good.
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