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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sat Jan 24, 2015 8:26 pm
by MileHighGuy
holy crap! that is amazing! you should make a horse next, it would be awesome!

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sat Jan 24, 2015 8:34 pm
by jedimoose32
ForceMaster, pls. Stahp.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun Jan 25, 2015 7:38 am
by thelegend
:bowdown: OMG. It's living! You got a living walker! That's just incredible. I just love all of your models. You...and that's not a joke but YOU must work on the next battlefront with Dice. I mean I have never seen something like that before. You and some others are so talented that you may be able to recreate a completely new Battlefront on a completely new or different engine.
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Hm..what if we all (here on gametoast) would work on a Battlefront which is made for a modify able engine. I mean everybody here has different talents. Some are really good mappers, others are awesome in scripting, and others are excellent in making fully animated vehicles, textures, characters, weapons....I guess together we should be able to get a new Battlefront. A battlefront which only follows our wishes, suggestions and ideas.
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It's just a thought. But may sounds doable.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Feb 05, 2015 11:32 pm
by The Nasal Abyss
That is by far the most impressive custom asset (in terms of production value and uniqueness) anybody has made for Battlefront up until this point. Very, very good work.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri Apr 10, 2015 8:01 am
by thelegend
Here are some screenshots of my new and last project in this year. It will be a total conversation of Coruscant. There will be a lot of modeled sights, buildings and more. But first I started with the main parts of the map. There are still no skyscrapers, or any other buildings. Except the Chancellor Building. It will be fully detailed with rooms and corridors etc. I also just finished the bridges which connects the "islands" eachother.
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And here is almost everything as a wireframe:
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I hope you like it. The next would be to recreate the Senate Building.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri Apr 10, 2015 12:29 pm
by jedimoose32
I made a Senate building recently. It's fully textured and everything. However, it's made to just be a background prop (looks best from a distance, only viewable from a certain range of angles). If you're interested PM me, but if you want troops to be up close and able to walk into the building and everything then this might not be the model for you.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri Apr 10, 2015 3:13 pm
by thelegend
Thank you for the offer but my senate building will be 3dimensional and also will include an interoir.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri Apr 10, 2015 3:15 pm
by jedimoose32
No worries, just thought I'd mention it. :) Your model looks great so far by the way.

Edit: Don't you get any weird UV stretching in-game? Your polys are huge compared to the textures.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri Apr 10, 2015 4:37 pm
by Anakin
That looks really great. I cannot wait to see more. But please notice:
- don't make the map too big,
- please use stock units and add some era support (dt, bfx, rc,...)
- i would love too see some details from the movie (maybe yodas escape route from ep3)
- i'd love to see flyable plattforms in the rotunde :D

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sat Apr 11, 2015 11:53 am
by thelegend
jedimoose32 wrote:
Edit: Don't you get any weird UV stretching in-game? Your polys are huge compared to the textures.
Unfortunately yes. I got some texture bugs. I should add more edges to the models so the polygon areas would be smaller at all.

Because of the Senate Building. Here's a picture of it. I just got the half interoir finished.
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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Wed Sep 30, 2015 8:16 pm
by MissingTexture
Tried doing my first kitbash/3D model ever and this is what I got! Not entirely finished, but please tell me what you think! :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Wed Feb 03, 2016 2:36 pm
by jedimoose32
I can't believe I'm necroing the Model Showcase thread! :(

Here's my WIP Yuuzhan Vong warrior in ZBrush. I'm getting the basic shape under control in ZBrush before exporting to Softimage and then toning down (waaaaay down) the poly count.
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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Feb 04, 2016 1:21 pm
by thelegend
jedimoose32 wrote:I can't believe I'm necroing the Model Showcase thread! :(

Here's my WIP Yuuzhan Vong warrior in ZBrush. I'm getting the basic shape under control in ZBrush before exporting to Softimage and then toning down (waaaaay down) the poly count.
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This looks great! I recently downloaded Sculptris and can't believe how simple it is to create detailed models.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun Feb 21, 2016 10:48 am
by Anakin
I'm sure here is the better location for this:
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Klick for higher resolution

I'm looking for someone, who can make the texture for me. I'm really bad with that.


==EDIT==

Made some progress on the backpack
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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Feb 22, 2016 6:13 pm
by giftheck
Okay, as I said I would, here's my Stormtrooper:
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And here's the wireframe:
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This sits at 4774 polys. Basically, I ran a mesh smoother on some of the mesh parts to make them more rounded then manipulated those parts to get the desired effect. Also, based on my porting of the SWBFEA Stormtroopers, I actually broke the model down and re-UVed the textures. So this can actually be duall-mapped. It has a total of five textures - body glove, lower body, upper body, helmet and the hand texture is from the FPM model.

ATM, I'm also working on a Sandtrooper variant using the gear from the SWBFIII model (slightly modified though I might add) but I noticed the right shoulder does clip through the pauldron. I noticed this happens on the stock pauldrons too so I'm guessing there's no real way around it. I'm also trying to figure out how to create shadowvolumes from the completed model: I'm assuming I want to make some sort of duplicate, reduce the polys and strip the shadow volume of its texture.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun Feb 28, 2016 6:39 am
by Anakin
I was looking around for a good texture tutorial and played a bit around with XSI.

You thought this guy is high polyed??
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No this is not just a black shape, it's wireframe!!

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How much can BF handle?? Who want's to give it a try :funny2:

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun Feb 28, 2016 9:34 am
by Luke
How many Polys are that? 1 million? :D

I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun Feb 28, 2016 11:53 am
by MissingTexture
Luke wrote:How many Polys are that? 1 million? :D

I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
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Jeez, that's beatiful! How many polys is it Luke? :o

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Feb 29, 2016 2:56 pm
by CdtFox
Luke wrote:How many Polys are that? 1 million? :D

I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
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Impresive...most impressive...I love it :thumbs:

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Tue Mar 01, 2016 12:41 pm
by Luke
I think it was around 7K for the main body, 2K for the collision and around 500 for the shadow volume :D

The original model had more polys, but I deleted unnecessary details to save resources and improved the model at some places.