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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StarkillerMarek
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Re: SWBF Series Model Showcase Thread v4.0

Post by StarkillerMarek »

RogueKnight wrote:
StarkillerMarek wrote:
Hidden/Spoiler:
Image

How does it look?


Now all I need to do is slap a horrible texture on it.
If you can send me a good labeled UV map, I can texture it for you.
Thanks, but how would I go about making that?
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

CodaRez wrote:
Anyway, the only part missing is the...helmet protusions on the...cheeks i think.
lol, the model has those, but i must have deleted the peice attached to them when i took the pic :D

StarkillerMarek wrote:[
Thanks, but how would I go about making that?
if you can uv things, you can UV it, export an OBj, then use an unwrapper to save you a UV map from you model (i just use lithunwrap)
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Re: SWBF Series Model Showcase Thread v4.0

Post by StarkillerMarek »

IndianaJoe wrote:
CodaRez wrote:
Anyway, the only part missing is the...helmet protusions on the...cheeks i think.
lol, the model has those, but i must have deleted the peice attached to them when i took the pic :D

StarkillerMarek wrote:[
Thanks, but how would I go about making that?
if you can uv things, you can UV it, export an OBj, then use an unwrapper to save you a UV map from you model (i just use lithunwrap)
Ok.

But, RogueKnight, how about I just send you a link to an .obj(or any file of you preference)file of the weapon? Would that work? Or do you want me to try making a UV map?
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

RogueKnight wrote: If you can send me a good labeled UV map, I can texture it for you.
i'm pretty sure he expects you to make a good UV map, believe me, if he skins it for you it's worth the effort :mrgreen:
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Re: SWBF Series Model Showcase Thread v4.0

Post by ANDEWEGET »

IndianaJoe wrote:if you can uv things, you can UV it, export an OBj, then use an unwrapper to save you a UV map from you model (i just use lithunwrap)
You can do that in XSI, just Edit>Save UV Mesh or so in the texture editor.
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

wait, you can save a UV map in XSI? that will save me a step, thanks
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Re: SWBF Series Model Showcase Thread v4.0

Post by FragMe! »

Is actually Edit/Stamp UV mesh while in the texture editor.
It works best if you have the uv map done but no texture applied.
The XSI docs can explain it better than I can in a few lines.
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Re: SWBF Series Model Showcase Thread v4.0

Post by ANDEWEGET »

I usually aplly a black texture and do all my UV work there and stamp it on it, too.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Lephenix »

Maybe this tuto from acemastermind can explain :

http://s237.photobucket.com/albums/ff15 ... =stamp.flv
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Just somethings I whipped up in 3 hours of work:
Halo Pistol
Hidden/Spoiler:
Image
ODST trooper
Hidden/Spoiler:
Image
These are my own work and would like some feedback thanks :thumbs:
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Re: SWBF Series Model Showcase Thread v4.0

Post by Surma »

The pistol is really nice. If you do got Halo 3 maybe you should take some screens from ingame for the textures.
The odst is pretty low-poly, maybe you should do some more detailing around the parts where there are clothing, and take another look at the visor. It is supposed to be bent, not completely straight. Those are minor though, great job. Hope you prep them for the game (i lose) and release.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Surma wrote:The odst is pretty low-poly, maybe you should do some more detailing
Well its supposed to be low poly, There's gonna be a lot of these guys running around.
Also Im not 100% finished, I'll be adding some details like grenades and other accessories. And in fact I'll probably cut down on the polygon count, Im sitting with 1600 polies right now and am trying to cut it down to 1200

But thanks for the advise!
:thumbs: :thumbs:
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Re: SWBF Series Model Showcase Thread v4.0

Post by DarthD.U.C.K. »

Battleffront_Conquer wrote:And in fact I'll probably cut down on the polygon count, Im sitting with 1600 polies right now and am trying to cut it down to 1200

But thanks for the advise!
:thumbs: :thumbs:
are you shure? battlefront can handle units with 2000 to 3000 polys perfectly well (for example convopack-heroassault with all the converted jkamodels), if i were you if add more polys especially to he arms (and of corse some more loops for better deformations)
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Yeah, I want to be able to keep the polygon count similar to the characters shipped with SWBII, Luke only has 1200 polygons, so I'm gonna stick to something like that. I will however add some segments in his arms, they are too rigid. as I said before Im not 100% finished with him as of yet and the Pistol is going to get its polygon count shaved down to about 400 polygons.
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Re: SWBF Series Model Showcase Thread v4.0

Post by VF501 »

Battleffront_Conquer wrote:Yeah, I want to be able to keep the polygon count similar to the characters shipped with SWBII, Luke only has 1200 polygons, so I'm gonna stick to something like that. I will however add some segments in his arms, they are too rigid. as I said before Im not 100% finished with him as of yet and the Pistol is going to get its polygon count shaved down to about 400 polygons.
Bad way to go about it really. Use the polygons you need to keep the shape during deformation and define the main shapes and features. Limbs always need the extra geo for proper deforms. Luke has only 1200 because his shape is pretty indistinct and most of the detail is textured in. For an ODST you have allot more physical detail to push so it will naturally take more geometry to define him.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Fluffy_the_ic »

Yeah, the ODST will still run well with BFII with an extra 500-1000 polys on it. As I think VF said before, people drastically underestimate the polycount of BFII.
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Re: SWBF Series Model Showcase Thread v4.0

Post by Battleffront_Conquer »

Hmmm, you know what I will do that, I'll put more polygons in him, so he doesnt rip apart when animating him, if another 1000 polygons isnt going to pull down the number of units I can have running around in a battle, then I will bring his polygon count up.
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Re: SWBF Series Model Showcase Thread v4.0

Post by IndianaJoe »

5 +/- hours of work, the torture of UV'ing, and all that good stuff:
new sniper rifle:
Hidden/Spoiler:
Image
Image
Image
Image
and of course, the all-important wireframe
Hidden/Spoiler:
Image
Hidden/Spoiler:
you'll notice that i should be doing my history final XD
guess the insparation :D
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Re: SWBF Series Model Showcase Thread v4.0

Post by Surma »

What, if not the halo sniper rifle?

Which one did you use as a basis, H1 H2 H3 or Reach (i know reach's is a bit different).
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Re: SWBF Series Model Showcase Thread v4.0

Post by 501st_commander »

that is awesome Indiana.
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