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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RepSharpshooter
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Re: Model showcase thread Part II

Post by RepSharpshooter »

That's a really nice texture :shock:
Is that just a couple filters in GIMP? :o
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Re: Model showcase thread Part II

Post by VF501 »

Dang, very nice texture for the statue YJJ, makes the model look higher poly than what it is. Hmm, perhaps I could send you some UV stamped tgas for work. You are by far one of the best Old School style texture artists I've seen.
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Re: Model showcase thread Part II

Post by obiboba3po »

RepSharpshooter wrote:That's a really nice texture :shock:
Is that just a couple filters in GIMP? :o
ya how doya make all those insane textures YJJ? :o
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Re: Model showcase thread Part II

Post by YouJediJunkie »

Hint! :wink:
Hidden/Spoiler:
Image
PsYcH0_]-[aMsT3r
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Yeah YJJ is a texturing wizard. You should see his dustbin.
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Re: Model showcase thread Part II

Post by fai222 »

Really nice texture YJJ!

Off topic: Sorry but this is a really noob question, how do i view how many polys i have?
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

fai222 wrote:Really nice texture YJJ!

Off topic: Sorry but this is a really noob question, how do i view how many polys i have?
Click on the button saying Stats which is around the top middle of the mod tool thing.

Anyway, Behold! My first ever gun thats I textured! YJJ was going to but he's to lazy xD. It's called the Haxx 2000

Image
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Re: Model showcase thread Part II

Post by ANDEWEGET »

display>visible options>stats>show selection/scene info

edit: lol i needed2 mins for this post
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Re: Model showcase thread Part II

Post by fai222 »

Thanks! BTW nice gun!
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Re: Model showcase thread Part II

Post by elfie »

@Obiboba3po - Thanks for the help! Is this fixed now?
Hidden/Spoiler:
Image
@YTF - Thanks, glad you like it. It will be released in .msh form when It is properly functioning ingame. For some reason it keeps sinking through the terrain. Do I need hardpoints on all the wheels for it not to do that?
Also, if I scale the mesh through a msh.option file to make it smaller, will the nulls be out of place?
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Don't think so because the nulls are part the mesh. Not tried that yet though so I'm not sure.
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Re: Model showcase thread Part II

Post by Maveritchell »

elfie wrote:@Obiboba3po - Thanks for the help! Is this fixed now? (1)

For some reason it keeps sinking through the terrain. Do I need hardpoints on all the wheels for it not to do that? (2)

Also, if I scale the mesh through a msh.option file to make it smaller, will the nulls be out of place? (3)
1) You did reduce the polies on the wheels by a lot, which is all I was talking about, and that is better. There are still a couple places you could reduce them more (there's still an extra division on that cylinder in the middle of the gun barrel, for example), but it's basically fine. One thing that'll help you is, usually, whenever you create a cylinder, go ahead and set "U" and "V" divisions to 1 instead of the default 2, and then delete the extra divisions on the cylinder caps. It's a good habit to get into.

But it still doesn't look like it's really UV'd. Of course, I have no idea what you want it to look like, so I could easily be wrong, but the lines on it (the texture) are very odd in how they show up on the model, and, for example, the wheels have the same texture as everything else. I would take a little more time and gain some experience in applying texture/s.

2) It's sinking through the terrain probably because you have the dummyroot at 0,0,0 and the model is sunk below that in XSI. Wherever the dummyroot is (and it should always be at 0,0,0) is where the "bottom" of the model is going to be ingame. The collision might move it up if the vehicle spawn is high enough, but if the vehicle spawn is on the ground like it should be, your vehicle will just fall through, I would imagine.

3) No.
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Re: Model showcase thread Part II

Post by RepSharpshooter »

YouJediJunkie wrote:Hint! :wink:
Hidden/Spoiler:
Image
flat color, shades, highlights, filter? By jove, it's just like Bob Ross. No kidding.
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

RepSharpshooter wrote:
YouJediJunkie wrote:Hint! :wink:
Hidden/Spoiler:
Image
flat color, shades, highlights, filter? By jove, it's just like Bob Ross. No kidding.
I know. YJJ is that good. And he's making a severed head at the moment!



EDIT
Hidden/Spoiler:
Image
Image
Chainsaw.

EDIT2:

Done some of a texture:

Image
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Re: Model showcase thread Part II

Post by elfie »

Maveritchell wrote:
elfie wrote:@Obiboba3po - Thanks for the help! Is this fixed now? (1)

For some reason it keeps sinking through the terrain. Do I need hardpoints on all the wheels for it not to do that? (2)

Also, if I scale the mesh through a msh.option file to make it smaller, will the nulls be out of place? (3)
1) You did reduce the polies on the wheels by a lot, which is all I was talking about, and that is better. There are still a couple places you could reduce them more (there's still an extra division on that cylinder in the middle of the gun barrel, for example), but it's basically fine. One thing that'll help you is, usually, whenever you create a cylinder, go ahead and set "U" and "V" divisions to 1 instead of the default 2, and then delete the extra divisions on the cylinder caps. It's a good habit to get into.

But it still doesn't look like it's really UV'd. Of course, I have no idea what you want it to look like, so I could easily be wrong, but the lines on it (the texture) are very odd in how they show up on the model, and, for example, the wheels have the same texture as everything else. I would take a little more time and gain some experience in applying texture/s.

2) It's sinking through the terrain probably because you have the dummyroot at 0,0,0 and the model is sunk below that in XSI. Wherever the dummyroot is (and it should always be at 0,0,0) is where the "bottom" of the model is going to be ingame. The collision might move it up if the vehicle spawn is high enough, but if the vehicle spawn is on the ground like it should be, your vehicle will just fall through, I would imagine.

3) No.
Thanks mav, those tips help a lot!
@Psycho - Ausome chainsaw!
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Re: Model showcase thread Part II

Post by FragMe! »

Here is my latest, it is the Otana (also know as a YT-2000 freigher)
The main parts of the ship were made using just 3 cylinders. The Landing gear are a shipped asset imported into XSI, (I liked them and didn't feel like remaking them :)
The whole thing is 2032 tris the main ship body is only 452
Hidden/Spoiler:
Image
Oh and to answer the inevitable question, currently it is only a prop I don't know if I will turn it into a flyer yet with takeoff animation etc.
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Re: Model showcase thread Part II

Post by redgroupclan »

Looks nice FragMe :thumbs:
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Re: Model showcase thread Part II

Post by Grev »

PsYcH0_]-[aMsT3r wrote:
Hidden/Spoiler:
Image
Image
Chainsaw.

EDIT:

Done some of a texture:
Hidden/Spoiler:
Image
Thats nice! Today, we were trick or treating (never too old for free candy) and this kid jumps out at us with a chainsaw and a mask, 2 of my friends scream and I stand there, and then by the smell, I realize its a real chainsaw. Luckily it had no chain.
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Re: Model showcase thread Part II

Post by MandeRek »

FragMe! wrote:Here is my latest, it is the Otana (also know as a YT-2000 freigher)
The main parts of the ship were made using just 3 cylinders. The Landing gear are a shipped asset imported into XSI, (I liked them and didn't feel like remaking them :)
The whole thing is 2032 tris the main ship body is only 452
Hidden/Spoiler:
Image
Oh and to answer the inevitable question, currently it is only a prop I don't know if I will turn it into a flyer yet with takeoff animation etc.
Well, i saw the progress.. This is otana7, i saw all other 5 to (missed 1). GREAT work, he looks amazing.. Nice landinggear, fits the model really well :thumbs:
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Re: Model showcase thread Part II

Post by Fingerfood »

Nice models! Again, nice work FragMe!!

Oh, and shouldn't this topic be separated into a new topic? It's almost 100 pages...
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