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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RogueKnight
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Re: SWBF Series Model Showcase Thread v4.0

Post by RogueKnight »

Looks good
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Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

Battleffront_Conquer wrote:Space Marine, still a WIP.
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wow great job ;)
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fluffy_the_ic »

RogueKnight wrote:Looks good.
Fixed.
Nice space marine, looks great so far. :)
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Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

Fluffy_the_ic wrote:
RogueKnight wrote:Looks good.
Fixed.
Nice space marine, looks great so far. :)
lol, good said :wink:
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Re: SWBF Series Model Showcase Thread v4.0

Post by Delta-1035 »

Battleffront_Conquer wrote:Space Marine, still a WIP.
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Awesome! :thumbs:
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Re: SWBF Series Model Showcase Thread v4.0

Post by IronMan_MKII »

OMG looks very cool!

Looks a little bit like Iron Man Mark I
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:D
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Re: SWBF Series Model Showcase Thread v4.0

Post by Filipinio »

Lol, it does, nice work :)
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Image

The beauty of normalmaps
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

nice diner
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battlefiler »

wow nice bar
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Re: SWBF Series Model Showcase Thread v4.0

Post by Maveritchell »

Do you have a highpoly render you're baking those from or are you just creating them with a texture?
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Maveritchell wrote:Do you have a highpoly render you're baking those from or are you just creating them with a texture?
Baked down from a hi-poly generic tile set I made. Made a 4x4 tileset that I can duplicate to fit objects, then I UV the object and bake down from there.

Alot of the stuff is going to be hi-poly compared to SWBF stuff, its for an animation/3D class I'm in. Running out of time, so to be honest, allot of the initial textures are going to be a bit slapdash as the final animation itself is the focus. After the class though, I'm planning on doing the scene for real and bringing it into Unreal Engine3 using the UDK.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Maveritchell »

VF501 wrote:Baked down from a hi-poly generic tile set I made. Made a 4x4 tileset that I can duplicate to fit objects, then I UV the object and bake down from there.
Only asked because I would have been interested to see the highpoly version render (or in this case the final render with the shaders applied).
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Maveritchell wrote:Only asked because I would have been interested to see the highpoly version render (or in this case the final render with the shaders applied).
I actually tried that first for the bake, but with the nature of tiles, doing a Subdivisonal hi-poly becomes to labor intensive. Even if it is floating geometry, it gets difficult to work with that many polygons. Zbrush would handle it better because most of the data is handled in RAM and used by the CPU in small sections. Problem is hard surface Sub-D work in Zbrush is difficult unless you're experienced at it, which I'm not.

So I just make a tile set, dupe it to fit, bake it, then Photoshop it into the final normal map. Much easier to do. You could also just make a 4x4, 8x8 section, bake it down, then dupe it in photoshop across the area you need. Problem with that is you lose light data on the normals over the surface as its all precalculated from a small section.
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Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

I sort of got this idea when Deviss updated the NeoMarz Vader model in particular the one with out the helmet. Also this is one of the few times I have used anothers assets, the Vader head is from NeoMarz.

This is animated, it work like a door.

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Wireframe
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In game video

http://s110.photobucket.com/albums/n84/ ... hamber.flv
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Re: SWBF Series Model Showcase Thread v4.0

Post by Deviss »

:eek: :bowdown: First surprice: model of course and anim is really awesome (isnt bf2, they are realistic :wink: )
second surprice: you are using neomarz vader
could to be an special anim for campaign when vader appear :D
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Wow, I like the idea, but I hardly see the the use.
Dont get me wrong its an amazingly well done scene as a whole and I especially love the respirator detail when the helmet is off (if that is your work)... I love the chamber and the detail you managed with so few polygons is quite astounding, amazing work and I'll be looking forward to the rest of your efforts!!

:eek: :eek: a couple of those should suffice
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Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

There really is no use, I just sometimes model things because they get in my head and I just have to make them. Hmm maybe I'll put it on the top floor of FragMe!'s in DMI.
Head/respirator = NeoMarz
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Re: SWBF Series Model Showcase Thread v4.0

Post by Darth_Spiderpig »

Image


That looks really sweet, Frag.
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Re: SWBF Series Model Showcase Thread v4.0

Post by The_Emperor »

:D epic, great job Frag'

Always wondered what he did in there. I assume it's either a toilet, or a place where he plays videogames, or both.
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