SWBF Series Model Showcase Thread v4.0

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.

Moderator: Moderators

Locked
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Spiderpig »

Nice one.

I really thought you gone crazy by viewing the first wireframe. :lol:
User avatar
The Nasal Abyss
1st Lieutenant
1st Lieutenant
Posts: 428
Joined: Sun Sep 14, 2008 12:55 pm
Projects :: Currently Working on an Indie Game
Games I'm Playing :: Splatoon 2
xbox live or psn: Stm: Tight Verbage

Re: SWBF Series Model Showcase Thread v4.0

Post by The Nasal Abyss »

FragMe! Would you mind telling me your method for AO? I've been trying to find out how to bake stuff like that. Did you use the same UV's for the High Res Model as the low res>bake AO>use the AO map on the low res model texture? How did you do it?

It would also help to know your light placement for it. One on top? One on top two on the sides? One in back, front, sides, and top?
User avatar
kooster
Rebel Sergeant
Rebel Sergeant
Posts: 197
Joined: Thu Jan 22, 2009 6:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Blowing up droids into scrap metal with my Almighty-Ultimate-Mega Projectile Launcher

Re: SWBF Series Model Showcase Thread v4.0

Post by kooster »

That. Is. Amazing.
:eek: :faint: :eek:
User avatar
destructo_bot
Chief Warrant Officer
Chief Warrant Officer
Posts: 329
Joined: Sun Aug 10, 2008 3:14 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Orkney, a place of... well... farming. Scotland FTW!

Re: SWBF Series Model Showcase Thread v4.0

Post by destructo_bot »

FragMe! wrote:
Wireframe
Hidden/Spoiler:
Image
*sighs* if only...
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

The Nasal Abyss wrote:FragMe! Would you mind telling me your method for AO? I've been trying to find out how to bake stuff like that. Did you use the same UV's for the High Res Model as the low res>bake AO>use the AO map on the low res model texture? How did you do it?

It would also help to know your light placement for it. One on top? One on top two on the sides? One in back, front, sides, and top?
For AO you only need to UV the lowres. Also it uses the ambient light in XSI to do the occlusion. XSI help explains it better. So in ultimapper just choose to create an AO (ambient occlusion) and then under the advanced tab you can adjust the amount of detail, as well as adjust the tangent map which helps to remove sharp transitions,look at the model in shaded mode. You can play with that and see. Word of advice is once you finish generating the desired maps go back into the advanced tab and uncheck the keep tangent box or you will get the colors showing up in your exported model.

If you do AO correctly you end up with something like this, note the white part surrounding the model bits is transparent, it just turn white when you change the picture to a jpg from tga.
Hidden/Spoiler:
Image
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: SWBF Series Model Showcase Thread v4.0

Post by kinetosimpetus »

Wookie Warblade (KotOR)
Image
Image
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Spiderpig »

Hoho, that looks like a heavy blade.

Nice model, kinetos. :thumbs:
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: SWBF Series Model Showcase Thread v4.0

Post by MandeRek »

Wow Frag, that really turned out amazing! :D Looks really great, love how you used all the XSI tools I'll never fully implement in my style :P

You're still the king buddy :thumbs:
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

a 3-part maintenance/techkind tunel inspired from one in RC:
Hidden/Spoiler:
Image
Image
Image
the soldiercollision stopped working otherwise its pretty much done

edit: forgot posting the wireframe thanks to ace for reminding me :oops: here it is
Hidden/Spoiler:
Image
Last edited by DarthD.U.C.K. on Sun Jan 17, 2010 4:30 pm, edited 1 time in total.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: SWBF Series Model Showcase Thread v4.0

Post by kinetosimpetus »

nice!
Null_1138
Jedi
Jedi
Posts: 1192
Joined: Thu Oct 16, 2008 4:05 pm

Re: SWBF Series Model Showcase Thread v4.0

Post by Null_1138 »

So beautiful, even though its covered in rust and dirt. :wink: How big is the average trooper in there?
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

DarthD.U.C.K. wrote:a 3-part maintenance/techkind tunel inspired from one in RC:
Hidden/Spoiler:
Image
Image
Image
the soldiercollision stopped working otherwise its pretty much done

edit: forgot posting the wireframe thanks to ace for reminding me :oops: here it is
Hidden/Spoiler:
Image
very acurate to RC keeping the ship mission :wink:
User avatar
sampip
General
General
Posts: 792
Joined: Mon Mar 16, 2009 12:08 pm
Projects :: Something big. And exciting.
Games I'm Playing :: Battlefield 3
xbox live or psn: masowner66
Location: Zebra

Re: SWBF Series Model Showcase Thread v4.0

Post by sampip »

:shock: they look incredible!
User avatar
IndianaJoe
1st Lieutenant
1st Lieutenant
Posts: 425
Joined: Sun Jun 07, 2009 11:21 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: ♦♠Lining up a headshot.♠♦

Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

wow :eek:
Darth_Squoobus
General
General
Posts: 760
Joined: Mon Aug 03, 2009 3:21 am
Projects :: No Mod project currently.
Location: over the hills and far away

Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Squoobus »

DarthD.U.C.K. wrote:a 3-part maintenance/techkind tunel inspired from one in RC:
Hidden/Spoiler:
Image
Image
Image
the soldiercollision stopped working otherwise its pretty much done

edit: forgot posting the wireframe thanks to ace for reminding me :oops: here it is
Hidden/Spoiler:
Image
That would be great for an ALIENS map.
User avatar
Gogie
Modeling Master
Modeling Master
Posts: 708
Joined: Fri Mar 31, 2006 11:02 pm
Projects :: Tinkering away with LEGO
Location: alberta, canada

Re: SWBF Series Model Showcase Thread v4.0

Post by Gogie »

FragMe! wrote:As those who I have forced to look at progress pictures for know, I have been working on the 4th member of the Rebel Special Ops (Spec Op) Unit.
Now I have decided I am far enough along to post some pictures of it.
Here is the Spec Op Marine. This is very loosely based on EP3 Jettrooper, I think the feet and hands are the only thing I haven't changed, everything else has modifications to the base unit or are from scratch models such as the helmet and all the red strap things.
Still have envelope tweaks to do as well as more texture detailing.
Texture is also from scratch (first big attempt at that :| )

4 Pic xsi view
Hidden/Spoiler:
Image
Close up xsi View
Hidden/Spoiler:
Image
Helmet close up
Hidden/Spoiler:
Image
Quick In game shot
Hidden/Spoiler:
Image
Wireframe
Hidden/Spoiler:
Image
Just kidding that was the hires used to create the ambient occlusion here is the lowres one
Hidden/Spoiler:
Image
I dedicate my first post in a looong time to commend you frag me, amazing model.
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

Thanks Gogie, I am honored by you for saying so.
You going to be hanging around again for a while?
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Spiderpig »

First: Welcome back, Gogie

Second: *Sees D.U.C.K.'s tunnel* :shock: :faint:
User avatar
The Nasal Abyss
1st Lieutenant
1st Lieutenant
Posts: 428
Joined: Sun Sep 14, 2008 12:55 pm
Projects :: Currently Working on an Indie Game
Games I'm Playing :: Splatoon 2
xbox live or psn: Stm: Tight Verbage

Re: SWBF Series Model Showcase Thread v4.0

Post by The Nasal Abyss »

Some Environment work for my first (and sadly only, maybe) map.

Image

Image

Image

I have a question. My map is going to be made completely out of objects, should I get it all modeled (not textured) and set the pathing and regions and such up and test it before texturing? You know, to see if it plays well. Then just texture it all and replace the mesh, and bam, I have a complete map?
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: SWBF Series Model Showcase Thread v4.0

Post by ForceMaster »

The Nasal Abyss wrote:I have a question. My map is going to be made completely out of objects, should I get it all modeled (not textured) and set the pathing and regions and such up and test it before texturing? You know, to see if it plays well. Then just texture it all and replace the mesh, and bam, I have a complete map?
Well, in my short experience I can tell you that the settings for maps do not only have to test the gameplay, there affects the scale of the models, polygon counts, collisions (if applicable) and other factors to take into account to decide whether the map is ready. Particularly I have taken a long time to perfect the settings in my maps and tell him one thing that takes longer is textured models of environments, like yours, of course, depends on how much detail you want. Good models.
Locked