Re: SWBF Series Model Showcase Thread v3.0
Posted: Thu Jul 30, 2009 9:38 am
Don't worry man! 
Get more from your games!
http://www.gametoast.com/

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
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:
WOW! Darth that looks greatDarthD.U.C.K. wrote:after fighting with normalmaps and texture projections:Hidden/Spoiler:Hidden/Spoiler:
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
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.
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.
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:
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