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.
Another kitbash/model edit (rep sniper rifle + waz's rep shotgun):
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Republic Arc Caster.
@Everyone:
Thanks.
@D.U.C.K.:
Not it's engines, like LAAT just has that vent things on the back for engines.
Logic is it's faster ship, has more numerous and more powerful missiles.
Woah sky, are you kitbashing too now? I think I scared off Fiodis by sending him a couple hundred.... (ok, only four).... Wanna give some of my stuff a go?
the picturequality inst that good, the texture looks more sharp actually
(i gotta add sonme more details and fix a stupid uv error xsi made)
the scratches and teeth will be bumpmapped
Reminder to all, this is a Showcase topic and not a WIP topic, if your intention is to post progress updates every so often then please create a WIP topic for your project then you can update it all you want, or else i'll split your post from this topic into a new WIP topic.
It might be tedious, but if you bump map each of the sides of the bones in a black fading to white fading to black pattern (parallel to the length of the bone side) then each of the bones would appear more round. Also, if you shade the texture a bit more, as it seems you have done to the pelvic bone, it would make the texture look less monotonous.
the picturequality inst that good, the texture looks more sharp actually
(i gotta add sonme more details and fix a stupid uv error xsi made)
the scratches and teeth will be bumpmapped
I dunno, I think the texture lacks depth and could be alot better. Try using multiple shades of tan and brown to try to give it some depth, here's just a random one that came up on google. But you should probably break this off into a WIP topic, even though I always thought that this would happen which this showcase thread is kinda useless. =p
It has been a while since i posted something here, the reasone for that is that have been too busy . Anyway, here is a AK47 SVD. Its a mix between an AK and a Dragunov. It isnt textured yet, but ill make it and post a pic of it soon.
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EDIT: Forgot to say that there are still some small details missing.
Detail on the gun seems like overkill, SWBF2 is best to use lower poly models especially for something so small. You could probably cut the polies in half on that model and use bump maps or normal maps for the rest.
That's assuming they know how to bake a normal map from a Hi-poly (using either Ultimapper or Render Map Tools), and since they primarily use XSI Mod Tool, they are limited to 512x512 max resolution for any render map they bake.
Plus I think Zero Engine doesn't support true normal maps, you can fake it to an extent with Bump settings (which Rep's MeshTool4 seems to be better at then the pandemic tools), but its not the same as a game like BF2142, or the Source Engine (OB/L4D base).
VF501 wrote:Plus I think Zero Engine doesn't support true normal maps, you can fake it to an extent with Bump settings (which Rep's MeshTool4 seems to be better at then the pandemic tools), but its not the same as a game like BF2142, or the Source Engine (OB/L4D base).
Water uses normal maps. I know Vyse experimented with them back in the day, but the reality is nobody wants to spend that much time on it. Zero is actually a lot more powerful than folks give it credit for. Pandemic just had to dumb the game down to give it decent PC specs and to fit it on last-gen systems.
VF501 wrote:...you can fake it to an extent with Bump settings (which Rep's MeshTool4 seems to be better at then the pandemic tools)...
Why would you think Meshtool does this better than the Pandemic Tools when it is exactly the same?
The confusion there is probably because Meshtool uses both a specular map and a bump map at the same time which is obviously going to look different than just a bump map (which is still different from the bumpmaps a lot of SWBF2 models use; they use an .option in compiling which may or may not work a little differently).
Both are just manipulating values in (either what is or what will be) the .msh file, there's really only one way to do each specific thing and XSI, meshtool, MSH viewer - all will eventually do it the same way.
I stand corrected on this, took a look through the shaders in the game assets to confirm and found the references for it in the bump shader and normalmapadder shader.
They really did tone down zero alot for PCs of the time period.