Model showcase thread Part II

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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fai222
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Re: Model showcase thread Part II

Post by fai222 »

You could make a kotor sith statue or a jedi statue, a ship, a weapon etc.
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Re: Model showcase thread Part II

Post by Darth Revan »

You could make a Raghoul there from Kotor
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Re: Model showcase thread Part II

Post by AceMastermind »

Guys, this isn't an idea topic, if you're looking for ideas then look to where they're usually posted which would be HERE, i'm sure you can find enough there to keep you occupied for a while.
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Re: Model showcase thread Part II

Post by Darth-Revan »

ok sry for the ida asking i wont doo it again so ima try all of those ideas!!!!
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Re: Model showcase thread Part II

Post by MandeRek »

Well, i had a day without any work to do, so i decided to make this test for myself:

Can i model one of the most well known Jedi with a new texture, and mostly from scratch in one day??
Can I also give him a new saber hilt and new anims, plus bug-free in one day??

I think i succeeded on the first question.. Starting the second now.. GT, i present, playable in Battlefront Zero:

Image


Jedi Master Plo Koon


And ingame :D :
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Last edited by MandeRek on Sun Oct 26, 2008 10:29 am, edited 1 time in total.
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Re: Model showcase thread Part II

Post by Darth-Revan »

AWSOME!!!
you made an excselent model!!!
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Re: Model showcase thread Part II

Post by Revan_Malak »

Almost perfect but *almost* :wink:
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Re: Model showcase thread Part II

Post by fai222 »

Awesome!!! Are you going to release the assets for that??? I AM A HUGE PLO KOON FAN! :plokoon:
EDIT: I also agree with Revan_Malak, you should add some more details to him.
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Re: Model showcase thread Part II

Post by MandeRek »

fai222 wrote:Awesome!!! Are you going to release the assets for that??? I AM A HUGE PLO KOON FAN! :plokoon:
EDIT: I also agree with Revan_Malak, you should add some more details to him.
I don't agree, i don't see where to improve him :P

And yes those weird spots on his robe has been fixed :roll:

Anyhow he will be released after BF0 is released ;)
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Re: Model showcase thread Part II

Post by Caleb1117 »

From the look of his head ingame, it looks like you need to triangulate the side of his head.
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Caleb1117 wrote:From the look of his head ingame, it looks like you need to triangulate the side of his head.
Yeah. Idk what triangulating is but there's something strange with his head. Apart from that, it's the best model I've seen here since your madalorian or whatever it was xD.
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Re: Model showcase thread Part II

Post by RepSharpshooter »

May be because his head comes to a point at the top, but other than that it is a really good model.
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Re: Model showcase thread Part II

Post by Maveritchell »

I would give a bit more detail to the chest - right now, the detail of the head makes the lack of (modeling) detail on the chest very apparent. Even if you don't want to actually give some physical difference between the chest part of the model and the robe, I would at the very least bumpmap it to make it look better - as well as increasing the detail of the chest, texturewise (if possible, don't know the size or layout of your UVs/texture).
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Re: Model showcase thread Part II

Post by FragMe! »

Nice Plo Koon MandeRek, as mentioned needs some minor adjustments but looks good. I like the eye texture :)

Anyway here is something I have been working on lately. It is a Gamma Class Assault Shuttle.
To save you from having to rush off to Wookiepedia, it appeared in XWing Alliance and was used to deploy Zero G Stormtroopers and that is all I am going to say at the moment. For those modeling curious types, the main body is one cube.
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Re: Model showcase thread Part II

Post by woner11 »

Really good FragMe!! Keep it up! :thumbs:
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Re: Model showcase thread Part II

Post by Darth-Revan »

fragme what tipe of XSI are you using???
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Re: Model showcase thread Part II

Post by FragMe! »

If you meant what version, I use both Foundation 5.11 and Modtools6
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Re: Model showcase thread Part II

Post by MandeRek »

Maveritchell wrote:I would give a bit more detail to the chest - right now, the detail of the head makes the lack of (modeling) detail on the chest very apparent. Even if you don't want to actually give some physical difference between the chest part of the model and the robe, I would at the very least bumpmap it to make it look better - as well as increasing the detail of the chest, texturewise (if possible, don't know the size or layout of your UVs/texture).
Yeah, actually the chest is a good model.. It is like the jed_inf_jedi's chest, i only need to improve the texture.. Still i don't see what to improve more, looking at this pic:

Image
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Re: Model showcase thread Part II

Post by FragMe! »

Looking again maybe it is just the background in the in game picture that is distorting people's view, or the breathing tubes are a little too fine for BFII if you know what I mean. It is still a very good unit model. Much better than I could do which is why I'll stick to vehicles :D
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Re: Model showcase thread Part II

Post by Maveritchell »

MandeRek wrote:Yeah, actually the chest is a good model.. It is like the jed_inf_jedi's chest, i only need to improve the texture.. Still i don't see what to improve more, looking at this pic:

Image
The picture's actually a big help. While the texture could be a little sharper, I can see with that reference pic that inside of the red band is supposed to be cloth and not flesh, as I originally thought. I would make sure that his Jedi turtleneck stands out a bit from his flesh color, so that the two don't blend as much (adding some kind of texture to the texture - i.e. a cloth crosshatch or something - would help to make it apparent that the cloth is really cloth).
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