WIP Firespray-31 (Slave I)

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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RED51
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Re: WIP Firespray-31 (Slave I)

Post by RED51 »

I didn't mean it in a negative way, if I read your tone correctly (Interpreting a post's tone is hard, ya'know, without the talking and all :P ). I remembered reading somewhere on the forum that the Firespray's were hard to get ingame, that's all.
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Re: WIP Firespray-31 (Slave I)

Post by minilogoguy18 »

Nope, it will be just like the B-Wing where the entire craft rotates on takeoff, it's pretty simple.
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Re: WIP Firespray-31 (Slave I)

Post by ANDEWEGET »

Id add some self-painted/baked AO. And maybe paint the cockpit window black/dark grey. If you want to add manual highlights, use sharper ones Id say.
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Re: WIP Firespray-31 (Slave I)

Post by minilogoguy18 »

I rendered an AO but not from a higher res source, probably just need to mess with the blending options and opacity for that layer in Photoshop, I don't want to make the shadows and highlights too strong. I also always go back over when it's all finished and use dodge/burn to add some more shadows and highlights.
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Messed around with the AO some more and added some burns, better? (Minus bland cockpit).
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Re: WIP Firespray-31 (Slave I)

Post by Sky_216 »

What's the method you use for the seams in the plates (gaps between the armor? no idea what the actual term is)? Bevel blending options of some kind?
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Re: WIP Firespray-31 (Slave I)

Post by minilogoguy18 »

All of the paneling is it's own layer all drawn using the line tool at 1 pixel width, the layer style is bevel and emboss, setting is outer bevel with a 1 or 2 pixel depth. Opacity of the layer is like 50% I believe (don't have PS open right now, all this coming off the top of my head) and the blending mode is normal. There is probably more to it but honestly the .psd document (as are all mine) composed of 15-20 layers all blended together with each their own setting, the only thing that is universal is the plain white image I import into XSI to stamp the UV mesh on so that I know what parts I'm painting on. I of course mess with the Hue/Saturation and Brightness/Contrast of the UV image so that the UV lines are black rather than yellow.

/ramble

Not sure why you're asking, I consider myself to suck pretty bad at texturing. =p
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Re: WIP Firespray-31 (Slave I)

Post by Cerfon Rournes »

Why not just bumpmap in the, "gaps between the armor"?
minilogoguy18 wrote: I consider myself to suck pretty bad at texturing. =p
I think that your texturing is pretty good. :yes:
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Re: WIP Firespray-31 (Slave I)

Post by DarthD.U.C.K. »

Cerfon Rournes wrote:I think that your texturing is pretty good. :yes:
i second that, your textures are great!
Cerfon Rournes wrote:Why not just bumpmap in the, "gaps between the armor"?
you mean ingame? if the gaps were only produced by the bumpmap, their intensity would depend on the models orientation and wouldnt be visible for the people that play with lighting on medium.
Last edited by DarthD.U.C.K. on Wed Nov 16, 2011 8:11 am, edited 1 time in total.
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Re: WIP Firespray-31 (Slave I)

Post by minilogoguy18 »

I will add a bumpmap but like duck is saying if it were the only thing giving any detail to the paneling it would look really cartoony and bland on medium lighting settings since it would just be bold black lines.

I guess it's not that I really hate how they turn out I just hate how long it takes to paint, I could have modeled like 5 more ships or even 1 really detailed character model in the time it takes me to paint a texture.
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Re: WIP Firespray-31 (Slave I)

Post by Lephenix »

In my opinion, you are pretty good at texturing, i like the texture so far, on your B-wing too. Just a question, though, how did you rendered an Ambient Occlusion map without a high res source ?
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Re: WIP Firespray-31 (Slave I)

Post by FragMe! »

I am going to guess he just duplicated the lower res geometry and used that, I have done it that way before and it works fine, it is mostly for producing "shadowed" areas.

Looks good mini
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Re: WIP Firespray-31 (Slave I)

Post by ANDEWEGET »

Use Rendermap if you want to bake an AO without hi-rez source.
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Re: WIP Firespray-31 (Slave I)

Post by Lephenix »

ANDEWEGET wrote:Use Rendermap if you want to bake an AO without hi-rez source.
FragMe! wrote:I am going to guess he just duplicated the lower res geometry and used that, I have done it that way before and it works fine, it is mostly for producing "shadowed" areas.

Looks good mini
Thanks my friends, i'll try on my door :thumbs: .
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Re: WIP Firespray-31 (Slave I)

Post by Cerfon Rournes »

minilogoguy18 wrote:I will add a bumpmap but like duck is saying if it were the only thing giving any detail to the paneling it would look really cartoony and bland on medium lighting settings since it would just be bold black lines.
Ah, I see. Good luck on finishing. :thumbs:
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Re: WIP Firespray-31 (Slave I)

Post by minilogoguy18 »

Once this is done I'm thinking about using it in a video tutorial to replace my old animated flyers except I'll start with the model and texture, so I'll be starting at square 1. Go into a lot more detail into things, even stuff that the docs don't explain like some of the constraints of collision primitives on animated parts and some tips on making a good lowrez without using the poly reduction tool to get a better result. Will include audio commentary and will possibly split it up into parts for each topic.
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Re: WIP Firespray-31 (Slave I)

Post by Lephenix »

Cool, good luck :thumbs: .
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Re: WIP Firespray-31 (Slave I)

Post by minilogoguy18 »

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Played with textures some, may find time to fulfill the things mentioned in this thread.
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Re: WIP Firespray-31 (Slave I)

Post by yuke5 »

:eek:

That's looking pretty good to me!
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Re: WIP Firespray-31 (Slave I)

Post by Cerfon Rournes »

Whoa, nice update. :)
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Re: WIP Firespray-31 (Slave I)

Post by AcaelusThorne »

Looks great so far.
Would you mayby also make a blue/jango´s slave I texture ?
That would be very neat.
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