SWBF Series Model Showcase Thread 5th Edition

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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Cerfon Rournes
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Another edit I made: 1492 Tris
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@minilogoguy18: I made the trigger fit his hand perfectly, so it can be seen ingame.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by FragMe! »

Update on the thing (generator) I post a page or so back.
Mostly textured using stock (somewhat adjusted) textures.

BFViewer

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In Game

Image

The white bit is a ladder and a small platform, haven't figured out how I want to texture it yet.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

Excellent! :shock:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

Cerfon Rournes wrote:Excellent! :shock:
i agree thats pure awesomness :shock:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

That screenshot is awesome, well done. :thumbs:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by RED51 »

I swear I've seen that level before in another game...
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by FragMe! »

@Red51 Highly unlikely, this is something I just keep comng back to (for about 2 years now sigh)

to others thanks for the compliments.

Oh this was the reference for the generator, mine is not quite the same textures, but I didn't want to create any new texture just use existing, plus I think I like the one I chose a little better than what is in the reference.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

For the ladder I would just use single sided planes with an transparent ladder texture.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

Rough draft of the M-3 Predator Heavy Pistol for my Mass Effect Mod.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Hidden/Spoiler:
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All those edges can be deleted, they aren't contributing to the shape of the model at all. After that you may want to go over and redo the topology so that it's all in quads instead of polygons with 5 or more sides.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

minilogoguy18 wrote:After that you may want to go over and redo the topology so that it's all in quads instead of polygons with 5 or more sides.

I concur. :plokoon:

Useless edges are one thing, they just make a slightly sloppy model. However you never want faces with 5 or more sides. It will break most games, since not many engines can handle 5 sides. (or so I have been told)
Last edited by THEWULFMAN on Mon Oct 17, 2011 9:58 am, edited 1 time in total.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

the majority of games and 3d applications triangulates all models simply because a surface with more than 3 edges is most of the time not flat and therefore cant be rendered properly. the "only use 4-sided polys(quads) rule is mainly for the sake of cleanliness, you cant get too bad polyflow with quads whereas you can get away with a lot of uneven stuff with triangles, but also for the rendering. dividing faces with 5+ sides into quads will make the game render it evenly whereas automated triangulating can lead to visible creases/cuts from some angles.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Yeah, DUCK is right, all games triangulate either on compile (for those that use dotXSI) or the exporter does it. The main reason to fix the topology yourself is for the sake of good shading with normals or good deformation since the triangulation process is almost always very sloppy when there are 5 or more sided polygons.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

minilogoguy18 wrote:
Hidden/Spoiler:
Image
All those edges can be deleted, they aren't contributing to the shape of the model at all. After that you may want to go over and redo the topology so that it's all in quads instead of polygons with 5 or more sides.
Nope, I need them for later, and I am completely aware of all of this. Like I just said, this is merely a (rather) rough draft; I am "drawing out" the shape of the weapon in the right viewport.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Maveritchell »

Finished up the T-16 exterior; still needs specularity reduced a little and some rework on the normal maps. Comparison of old SWBF2 T-16 model and my new one (shown in FSX):
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Hidden/Spoiler:
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Concept reference: http://images.wikia.com/starwars/images ... _negvv.jpg
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

wow, that looks totally awesome! great work on the textures!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by naru1305 »

DarthD.U.C.K. wrote:wow, that looks totally awesome! great work on the textures!
i agree it looks really really good :yes:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lephenix »

Really awesome, i already loved your first version, i had fun with it in DMI. But the 2nd version is excellent, great improvement :thumbs: .
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by minilogoguy18 »

Maveritchell wrote:Finished up the T-16 exterior; still needs specularity reduced a little and some rework on the normal maps. Comparison of old SWBF2 T-16 model and my new one (shown in FSX):
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Concept reference: http://images.wikia.com/starwars/images ... _negvv.jpg
Looks too clean, dirty it up some.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

DarthD.U.C.K. wrote:wow, that looks totally awesome! great work on the textures!

I concur. :plokoon:


I used to think the dirtier the better, but not as much anymore. I like it as is.
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