Thanks, but how would I go about making that?RogueKnight wrote:If you can send me a good labeled UV map, I can texture it for you.StarkillerMarek wrote:Hidden/Spoiler:
How does it look?
Now all I need to do is slap a horrible texture on it.
SWBF Series Model Showcase Thread v4.0
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- StarkillerMarek
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Re: SWBF Series Model Showcase Thread v4.0
- IndianaJoe
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Re: SWBF Series Model Showcase Thread v4.0
lol, the model has those, but i must have deleted the peice attached to them when i took the picCodaRez wrote:
Anyway, the only part missing is the...helmet protusions on the...cheeks i think.
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)StarkillerMarek wrote:[
Thanks, but how would I go about making that?
- StarkillerMarek
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Re: SWBF Series Model Showcase Thread v4.0
Ok.IndianaJoe wrote:lol, the model has those, but i must have deleted the peice attached to them when i took the picCodaRez wrote:
Anyway, the only part missing is the...helmet protusions on the...cheeks i think.
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)StarkillerMarek wrote:[
Thanks, but how would I go about making that?
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?
- IndianaJoe
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Re: SWBF Series Model Showcase Thread v4.0
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 effortRogueKnight wrote: If you can send me a good labeled UV map, I can texture it for you.
- ANDEWEGET
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Re: SWBF Series Model Showcase Thread v4.0
You can do that in XSI, just Edit>Save UV Mesh or so in the texture editor.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)
- IndianaJoe
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Re: SWBF Series Model Showcase Thread v4.0
wait, you can save a UV map in XSI? that will save me a step, thanks
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FragMe!
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Re: SWBF Series Model Showcase Thread v4.0
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.
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.
- ANDEWEGET
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Re: SWBF Series Model Showcase Thread v4.0
I usually aplly a black texture and do all my UV work there and stamp it on it, too.
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Lephenix
Re: SWBF Series Model Showcase Thread v4.0
Maybe this tuto from acemastermind can explain :
http://s237.photobucket.com/albums/ff15 ... =stamp.flv
http://s237.photobucket.com/albums/ff15 ... =stamp.flv
- Battleffront_Conquer
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Re: SWBF Series Model Showcase Thread v4.0
Just somethings I whipped up in 3 hours of work:
Halo Pistol
ODST trooper
These are my own work and would like some feedback thanks 
Halo Pistol
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- Surma
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Re: SWBF Series Model Showcase Thread v4.0
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.
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.
- Battleffront_Conquer
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Re: SWBF Series Model Showcase Thread v4.0
Well its supposed to be low poly, There's gonna be a lot of these guys running around.Surma wrote:The odst is pretty low-poly, maybe you should do some more detailing
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!
- DarthD.U.C.K.
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Re: SWBF Series Model Showcase Thread v4.0
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)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!
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- Battleffront_Conquer
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Re: SWBF Series Model Showcase Thread v4.0
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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VF501
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Re: SWBF Series Model Showcase Thread v4.0
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.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.
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Re: SWBF Series Model Showcase Thread v4.0
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.
- Battleffront_Conquer
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Re: SWBF Series Model Showcase Thread v4.0
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.
- IndianaJoe
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Re: SWBF Series Model Showcase Thread v4.0
5 +/- hours of work, the torture of UV'ing, and all that good stuff:
new sniper rifle:
and of course, the all-important wireframe
guess the insparation 
new sniper rifle:
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- Surma
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Re: SWBF Series Model Showcase Thread v4.0
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).
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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501st_commander
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Re: SWBF Series Model Showcase Thread v4.0
that is awesome Indiana.


