SWBF Series Model Showcase Thread v3.0
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obiboba3po
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Re: SWBF Series Model Showcase Thread v3.0
That's pretty neat. Would like to see a good texture on it.
- Gen.Kenobi
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Re: SWBF Series Model Showcase Thread v3.0
Anyone would like to give it a try?
PS: if the guys who still doign the WW2 project want, just PM me.
PS: if the guys who still doign the WW2 project want, just PM me.
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RogueKnight
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Re: SWBF Series Model Showcase Thread v3.0
You'd like to give it a tryGen.Kenobi wrote:Anyone would like to give it a try?
PS: if the guys who still doign the WW2 project want, just PM me.
If you don't start somewhere, you'll never learn.
- DarthD.U.C.K.
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Re: SWBF Series Model Showcase Thread v3.0
not bad, but it looks a bit blocky to me..
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MandeRek
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Re: SWBF Series Model Showcase Thread v3.0
A simple, yet effective new villain for Battlefront Zero. He was a major part in the Clone Wars, and you'll find him fighting on maps, and hero assaults ofcourse. For weapons, a shoto/proto/the short lightsaber thingie and a normal lightsaber, both blue. Pics of new grips, and ingame pics up soon in Heroes topic. Also, dreads are animated ofcourse! Here he is...

- sampip
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Re: SWBF Series Model Showcase Thread v3.0
w-o-w! he looks amazing!!! are the tentacles meant to be that dark though, they look slightly strange in contrast with the light brown head? amazing model as always though!
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Master_Ben
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Re: SWBF Series Model Showcase Thread v3.0
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MandeRek
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Re: SWBF Series Model Showcase Thread v3.0
I think they should be that dark, since it's hair dreads, not tentacles from flesh and blood. Thanks 'bout comments, indeed not the most complicated model. Ingame pic now in heroes thread.sampip wrote:w-o-w! he looks amazing!!! are the tentacles meant to be that dark though, they look slightly strange in contrast with the light brown head? amazing model as always though!
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VF501
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Re: SWBF Series Model Showcase Thread v3.0
Nice MandeRek, good use of existing asset pieces to make a completely new model. Only things I find off is the width of the dreads, they seem kind of big and the face texture looks painted. You could try making a bump map of it (that part only) to define his wrinkled Weequay skin texture better.
@Kenobi: Nice model, more suited for a RTS game though. Chamfer/Bevel some edges to add some detail and lose the blocky shape. Be more daring and add more details you would see up close on something that large. You can easily go to 3000 polygons for something that big and not lose any efficiency, or strain the engine. I've had 16 or more 5000+ polygon Characters running around ingame before so it doesn't strain ZeroEngine all that much. I also suggest you learn how to Unwrap and texture models, its a useful skill and doesn't make you beholden to others to finish your work. Just start small with 1000 tri count max models and work up from there.
@Kenobi: Nice model, more suited for a RTS game though. Chamfer/Bevel some edges to add some detail and lose the blocky shape. Be more daring and add more details you would see up close on something that large. You can easily go to 3000 polygons for something that big and not lose any efficiency, or strain the engine. I've had 16 or more 5000+ polygon Characters running around ingame before so it doesn't strain ZeroEngine all that much. I also suggest you learn how to Unwrap and texture models, its a useful skill and doesn't make you beholden to others to finish your work. Just start small with 1000 tri count max models and work up from there.
- minilogoguy18
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Re: SWBF Series Model Showcase Thread v3.0
I think you should ditch the shader, cloth doesn't shine in real life. 
- Maveritchell
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Re: SWBF Series Model Showcase Thread v3.0
That's not an ingame render; that's the XSI spotlight (as it's an XSI screengrab).minilogoguy18 wrote:I think you should ditch the shader, cloth doesn't shine in real life.
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Re: SWBF Series Model Showcase Thread v3.0
Oh I'm a dummy, it must be XSI Mod Tool, I have mental ray set to not render like that. =p
In that case post some pics just by doing Print Screen with user view maximized set to textured decal so see more of how it really should look since the shine is throwing if off.
In that case post some pics just by doing Print Screen with user view maximized set to textured decal so see more of how it really should look since the shine is throwing if off.
- Thunder
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Re: SWBF Series Model Showcase Thread v3.0
Textured Commando
Credits To RepSharpShooter
Hidden/Spoiler:
- Super_Clone
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Re: SWBF Series Model Showcase Thread v3.0
If you ever release that you will be my very best friend..... gimmegimmmegimmegimmeThunder wrote:Textured CommandoCredits To RepSharpShooterHidden/Spoiler:
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RepSharpshooter
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Re: SWBF Series Model Showcase Thread v3.0
Don't be such a jerkSuper_Clone wrote:gimmegimmmegimmegimme
Nice model by the way.
XSI materials by default have ridiculous amounts of specular hardness, around 50, and matte materials are around 0.That's not an ingame render; that's the XSI spotlight (as it's an XSI screengrab).minilogoguy18 wrote:I think you should ditch the shader, cloth doesn't shine in real life.
- Super_Clone
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Re: SWBF Series Model Showcase Thread v3.0
I was only kidding, and anyways, thats my way of saying thats awesome...RepSharpshooter wrote:Don't be such a jerkSuper_Clone wrote:gimmegimmmegimmegimmehe'll release it if he wants to.
Nice model by the way.
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MsHwIz
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Re: SWBF Series Model Showcase Thread v3.0
This is my first head model which I rigged for facial animation.
This is the base shape..open..
wide..
and narrow..
Also please feel free to criticize because I want to know what to change for future reference
This is the base shape..
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jedi_pilot
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Re: SWBF Series Model Showcase Thread v3.0
Looks awsome!!! To bad SWBFII can't handle animations like that...
- bobfinkl
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Re: SWBF Series Model Showcase Thread v3.0
Looks good on its own, but no offence it looks nothing like the real thing.Gen.Kenobi wrote:My lastest model.Hidden/Spoiler:
Landkreuzer Monster
A Massive German Grand Artillery (Supergun) With A 800mm Cannon [WW2]
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VF501
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Re: SWBF Series Model Showcase Thread v3.0
The Cranes arching over the gun are separate structures, and he didn't model the Four Stabilizers that extend from each corner to prevent the gun from being pushed back by each firing.

