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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The Nasal Abyss
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

ANDEWEGET wrote:Nice stones ;). A pinch of color on the stone(moss/colored stone)would make it a bit more interesting.
I would not rely too much on roadkill though(maybe because I never used it...). It speeds things up, yes, but being able to decently UV your models will always be useful. I like to create my textures by hand, too, without using photos(depends on the situation, but usually is slower and doesnt look as real). The best way would be to mix both of it, I suppose...

The better you get at something, the less you "hate" it, too. I noticed that with math in school. If I didnt understand it/didnt practice enough I "hated" it, although when I did understand it I liked it rather well. Its the same with UVs(and weighting), when I began doing it, I "hated" it. Now, its more like a break from the "artistic" stuff(texturing,sculpting/modeling,[animation]). ;D Good work reading all this!
I can decently UV my models no problem, but doing it more isn't ever gonna make me hate it less haha. If I can automate it with a program (which you can with basically anything nowadays, even intricate robots with tons of pieces and the like) it doesn't take much time at all, but if I can't for some reason, it quickly becomes one of the most time taking parts of my workflow. That is why I hate it, because it takes so much time.

You may want to check out Roadkill, Ande. Just dictate where you want the seams on your model by disconnecting the edges in your modelling program of choice, and then bring it into roadkill. I've already tried a couple of my bipeds and stuff, and it really does a great job of spreading the uv's in such a way that there is no stretching. Then just go back into XSI, Maya, etc. and resize and position the UV islands to dictate where you want more detail and the like. It really is very nice.

PS: If you haven't already found it Darth_Spiderpig, I'll get that link to you in a jiffy.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Null_1138 »

Excellent rock wall, Marvel!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

I think I can pretty much call this one finished, boys ;)

Image

Also, don't pay attention to that deep green mesh. It's my terrain guide. I'm glad I took your "add moss" request into consideration Ande, it looks even better with it! I can't wait to see this in-game with the bump-map applied!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Darth_Spiderpig »

Sweet, now that's what we need model+texture quality-wise in BF(2), it looks almost like the rockwalls we see in Battlefield: B Company 2!
Great work TNA!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Eaol »

The Nasal Abyss wrote:I went with vertex color occlusion because I didn't want to sacrifice texture quality. I also didn't want to have a ton of unique rock textures that would've just boosted the amount of space the map took up. You get a very similar look (if you have enough geo to play with) and it takes up less space and memory to boot!
That's a great idea...Must...Try...Out.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ANDEWEGET »

Looks awesome. :D Adding color will often give your textures a nice touch, especially materials like metal and stone(which usually are thought of as just grey, which they of course sometimes are, but usually not 100%). Are you planning to add a specular map, too?

Doing it more is gonna make you better at it...and faster. ;)
If I ever have to do lots of stones or trees, Ill try it. Especially trees, UVing the one tree I made, that was a hassle! If Im Uving something unique(on the model), its fun, it doesnt take up too much time(I haz UVed 4k character model with hard-surface, organic, cloth parts in 30-40 minutes!!1!one!) and Im looking forward to texturing. But if theres like 20 branches it gets boring after the first 2...
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

ANDEWEGET wrote: Are you planning to add a specular map, too?
That's the plan! I'll be updating in 1-2 days with another rock-related asset to be used in my map that you guys will love. I'm going to tell you right now, it isn't just another rock formation. There is a lot more to it......
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

The Nasal Abyss wrote:
You may want to check out Roadkill, Ande. Just dictate where you want the seams on your model by disconnecting the edges in your modelling program of choice, and then bring it into roadkill. I've already tried a couple of my bipeds and stuff, and it really does a great job of spreading the uv's in such a way that there is no stretching. Then just go back into XSI, Maya, etc. and resize and position the UV islands to dictate where you want more detail and the like. It really is very nice.
yes, try it out ande! in my opinion its not necessary to "learn" how to unwrap complex, organic models by hand since every application except xsi already has a peltmapping tool like roadkill build in by default.

by the way: you dont even have to disconnect the edges, its enough when you select them. i found that out accidentally when i forgot to disconnect before launching roadkill
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lephenix »

Darth_Spiderpig wrote:Sweet, now that's what we need model+texture quality-wise in BF(2), it looks almost like the rockwalls we see in Battlefield: B Company 2!
Great work TNA!
:yes: Yes it does!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by DarthD.U.C.K. »

i just finished a new minemodel for prosecutor:
Hidden/Spoiler:
Image
mostly inspired by a real-world mine with a tad of the rc-mine.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

DarthD.U.C.K. wrote:i just finished a new minemodel for prosecutor:
Hidden/Spoiler:
Image
mostly inspired by a real-world mine with a tad of the rc-mine.


Very nice. :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by naru1305 »

as i said on xfire, a really great work my friend :bowdown:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Lagomorphia »

Are these mines and detpacks going to be released along with the commandos after Prosecutor's release?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cerfon Rournes »

DarthD.U.C.K. wrote:i just finished a new minemodel for prosecutor:
Hidden/Spoiler:
Image
mostly inspired by a real-world mine with a tad of the rc-mine.
The textures and model are both amazing. :shock: Nice job.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by AQT »

Cerfon Rournes wrote:The textures and model are both amazing. :shock: Nice job.
Agreed. :shock: Excellent work, D.U.C.K.! :thumbs:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Snork »

The only problem with those rocks is that they make all the official game models look extremely amateur. Great work. :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

agreed that mine is awesome :D
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by The Nasal Abyss »

Finally found the time to start on this one........

Image

These aren't meant to be stairs. Pretty soon there will be water running over them. I'm using all of the same techniques as the last mesh. I'm definitely going to change up the texture for this one though.

Wireframe:
Hidden/Spoiler:
Image
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by yuke5 »

Your models are beautiful. They are truly a work of art. Keep up the good work!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by acryptozoo »

yuke5 wrote:Your models are beautiful. They are truly a work of art. Keep up the good work!
^this
really great work cant wait to see it with water
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