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.

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kinetosimpetus
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Re: SWBF Series Model Showcase Thread v4.0

Post by kinetosimpetus »

Ok, I edited my anim a little more, but no time to take vids and stuff.
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Work in progress of a SWBF2 map. Early grey box block out. More buildings and props will be added. This is mostly for proportions and layout work.
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Re: SWBF Series Model Showcase Thread v4.0

Post by CressAlbane »

Can't wait for the release, VF501!
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Still playing with the layout and scale of things. Small boxes are shacks (Favela Style) and larger are old factories used to wall off borders. Road runs through the area but will be damaged to allow access and block off front and rear of map. Canal will be developed more and there will be random destroyable objects about (fences, cars, other items).

4th iteration of the general layout so far. Scale wise its been tested. Big enough to support good vehicle combat without being too large.

Looks bland now. but once I get the layout set, and single designs done the detail will be introduced into it.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Maveritchell »

VF501 wrote:Looks bland now. but once I get the layout set, and single designs done the detail will be introduced into it.
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Looks fine so far, and there's nothing wrong with using simple shapes (provided the texturing is adequate) to define the map. Make sure you vary your use of shapes, though - even with varied textures a map defined by "box box box box" is going to feel a little repetitive (having insides to your boxes will help with this, but having a few cylinders or other circle-related shapes will do it easily too).
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Re: SWBF Series Model Showcase Thread v4.0

Post by MasterFang1 »

Looks great VF501, it reminds me of a map from combat arms called Power Surge.
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Re: SWBF Series Model Showcase Thread v4.0

Post by destos »

More reminds me of Suez Canal on swbf2, I like the way it looks, though i do agree with mav, as of right now it kind of looks like the factories need to be of more variety. Though the choice is up to you, no one else can imagine the future of this object in the same fashion you have.
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Maveritchell wrote:
VF501 wrote:Looks bland now. but once I get the layout set, and single designs done the detail will be introduced into it.
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Looks fine so far, and there's nothing wrong with using simple shapes (provided the texturing is adequate) to define the map. Make sure you vary your use of shapes, though - even with varied textures a map defined by "box box box box" is going to feel a little repetitive (having insides to your boxes will help with this, but having a few cylinders or other circle-related shapes will do it easily too).
Oh believe me I know the ins and outs of map design. "Box Box Box" is only right now for layout purposes. Id rather test with boxes than used finished assets. Once layout and map composition is nailed, the really fun stuff begins graphically. For this mod, I'm getting the technical aspects down first.

Nearly all the shacks will have insides and its going to be about 6-7 different models with changing textures for the whole area. Factories are only borders, so pretty outside, no inside.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fiodis »

destos wrote:More reminds me of Suez Canal on swbf2,
You mean BF2142? Or did I miss a very, very big something?
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Re: SWBF Series Model Showcase Thread v4.0

Post by Commander_Fett »

He means the Battlefield bad company 2 map I believe.
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Re: SWBF Series Model Showcase Thread v4.0

Post by redgroupclan »

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MTV-7 Multi Terrain Vehicle
The best model I have ever done.

Now, if someone wants to make a texture for it...*cough*
I'm still not that good with paint programs. :|

By the way, can someone tell me how to get that info thing to tell me how many polygons are in the model? I keep forgetting.
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Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

Select an object and press shift-enter
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Re: SWBF Series Model Showcase Thread v4.0

Post by Sky_216 »

WIP Trade Federation U-boat. Still have to model engines, layout UVs and texture it. Oh and will need someone to get it in game when done.
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Not sure about the turret. Shape kinda clashes a bit.

Idea/craft is from Jedi Starfighter. Couldn't find a single ref pic and don't have that game anymore so went back to the original u-boats for inspiration.


@redgroupclan: niiice. suggest you watch some of the free noesis tutorials on UVing + texturing, they're very good.




EDIT: Started Texturing. :)
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Re: SWBF Series Model Showcase Thread v4.0

Post by redgroupclan »

FragMe! wrote:Select an object and press shift-enter
I meant how it will always display the poly count under the triangles count when you press the "i" button, not the shift-enter way. It seems more troublesome to have to pull up a new window to see the poly count.
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1-M Repulsor Tank
Nothing too fancy, but it seemed appropriate for a n00b modeler.

Guess I better look up a dang skinning tutorial. Image
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

very good start regroupclan :thumbs up:
the models have way too many unused polygons, but i guess everybody models this way first (atleast i did :P )
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Re: SWBF Series Model Showcase Thread v4.0

Post by CodaRez »

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*foam**burble*"agh"*gasp*"so...many......polygons" *vaporize*

Seriously though, those many lines there are IMO completely useless, remove them and their points. It takes 2 points to create a perfect, straight line, and around 5 points (including the ends of the line) to make a definitive curve.
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Re: SWBF Series Model Showcase Thread v4.0

Post by mswf »

Wow, nice models. About those unnecesary edge loops; In blender there's a "delete edge loop" option, so that you don't have to redraw a line or face after you've deleted an edge, maybe there's a similar option in XSI?
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fluffy_the_ic »

@Red: Nice models, though they are a bit hi-poly. And just so you know, you don't need to know what the polycount is, just the tri count, as that's what really matters, if I'm right.
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Re: SWBF Series Model Showcase Thread v4.0

Post by redgroupclan »

Well, last time I dared to model all I ever heard about was poly limits.

BTW how would I get rid of those unused polygons then? I dont think I can make the curves like so without giving the model a bunch of polys. Can I just click on the lines and press delete or something?


So my 1L Repulsortank checks out, right? It's pretty simple, and I'm no pro, but I cant see any place where there are too many polygons. (Though some of you might be picky about the hatch area for some reason.)
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

@ redgroupclan: The best way to deal with "curves" on a model is to use just enough so it looks kinda curved, because with a texture and in in-game it will look like a curve and will save on your poly count. I suggest for that curve to have roughly 3 edges to make it look smooth.
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