Nomatts 3D Wip (non Star Wars)

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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noMatt
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Nomatts 3D Wip (non Star Wars)

Post by noMatt »

Ive downloaded a pretty high poly m4a1 from here: http://www.mediafire.com/download/zhmfp ... 7/M4A1.rar

I reduced the Poly amount and uv and textured it:

Heres the result:
Hidden/Spoiler:
Image
If somebody wants me to release it i'll do but please keep in mind that this Weapon is not modeled by me. So if theres a release request i will model it by myself and then Repeat the texturing progress but now i know how to do it so i'll be done in a week. :)

Please give me feedback (i know there are no scratches or anything like this but i will add them as soon as i dont have to do anything else :D )

Edit: Done In XSI, Photoshop, and dDo (if you dont know whats dDo then whatch this: http://www.youtube.com/watch?feature=pl ... BboBgjGARc) Its a really good programm so check it out. Free download at http://www.quixel.se
Last edited by noMatt on Fri Jul 19, 2013 4:06 pm, edited 1 time in total.
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yuke5
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by yuke5 »

What is the model's polycount currently?
noMatt
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by noMatt »

the Trianle count is too highh for a real time game engine, the textures have a resolution of 4096² so not usable :) . But i will do a gameready version of it.
Last edited by noMatt on Thu Jul 18, 2013 4:28 am, edited 1 time in total.
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Re: WIP m4a1

Post by THEWULFMAN »

Looks about ~5k tri or so. Too much for SWBF2. 2k tri is the highest a SWBF2 weapon model should ever be.

Just make sure you make really low-poly shadowvolumes for high-poly weapons, do not use the high-res mesh for the shadows. SWBF2's greatest issues when it comes to performance are shadow related. For instance, this 1800 tri model has a shadow volume of 384 tri. Greatly helps with performance, and the shadow detail barely is noticed.
noMatt
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Re: WIP m4a1

Post by noMatt »

OK Thank you Wulfman as always for your good tipps :) But i am not going to use this Model, it was more just for presentation purposes of my Texturing work :) .
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Luke
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Re: WIP m4a1

Post by Luke »

Awesome work, noMatt!!!!! You really did a good job on this texture! :thumbs:
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Re: Nomatts 3D Wip (non Star Wars)

Post by noMatt »

Thank you luke :)

By the way i though if i am doing a series of models and textures that dont have to do anything with Star wars its probably the best to rename this thread to noMatts 3D WIP so that i dont spam The Showcase thread ;)

Heres something i just started to model

Can someone tell what it is :D ?
Hidden/Spoiler:
Image
kinetosimpetus
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Re: Nomatts 3D Wip (non Star Wars)

Post by kinetosimpetus »

A Russian gun?
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Re: Nomatts 3D Wip (non Star Wars)

Post by noMatt »

Yes :)
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Re: Nomatts 3D Wip (non Star Wars)

Post by ARCTroopaNate »

For earth apocalypse?
noMatt
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Re: Nomatts 3D Wip (non Star Wars)

Post by noMatt »

I dont think so :) If loopy53 wants my models i'll give them to him but i think its more fun for him to do it himself ;)
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Re: Nomatts 3D Wip (non Star Wars)

Post by Loopy53 »

Yeah, I do enjoy making things myself. Experimenting with what works, what doesn't work, learning in the process, etc.
noMatt
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Re: Nomatts 3D Wip (non Star Wars)

Post by noMatt »

OK guys since the last pic i have learned a lot (i hope thats visible :D )


Heres my try on a scar-h:

a few pics
Hidden/Spoiler:
Image
Image

Wireframe must-post pic :D
Image
ah and for the polycount: Image
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