Model showcase thread Part II

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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Re: Model showcase thread Part II

Post by Guest »

the tank looks pretty futuristic, especially the turret
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

negah wrote:the tank looks pretty futuristic, especially the turret
It's meant to be :D Maps gona be based about 15-20 years in the future.btw, skins gona be a dark camo colour, with the cannon blacker.
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Re: Model showcase thread Part II

Post by Gogie »

Image
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Gogie wrote:
Hidden/Spoiler:
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ARGH! Man, that makes me jealous! That's the best model i think I've seen here in ages!

EDIT: How many polys is that?
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Re: Model showcase thread Part II

Post by Taivyx »

Wow, that's really impressive, Gogie. Can't wait to see that textured
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Re: Model showcase thread Part II

Post by Guest »

now that looks awesome, but gunners position looks way too big

btw, here is a pic of a real MI-24D, that inspired IMO Gogie's model
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Re: Model showcase thread Part II

Post by Challenger33 »

A conference table I just made, using both shipped assets and my own (there are two other chairs on the other side, out of view):

Image

(looks better with an ingame screenshot due to envmapping and glow, that's why I posted an ingame screenshot)
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Re: Model showcase thread Part II

Post by (RAPTOR)BENSTWO{SGT} »

Looks cool chalenger. Also great immrovment on the tank. Much better. Nice helocopter. Will it just be a prop or are you going to amimate it?
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Re: Model showcase thread Part II

Post by Caleb1117 »

PsYcH0_]-[aMsT3r wrote:Thx for good feedback guys :P If any of you wana UV it just ask. Anyways, finished it now :D the UVs hard because the treads are merged on to the whole body and i cant move them properly so i can have a good cubic projection :(. I'd be happy to lets some else get a good UV on cus it's to many polys for YJJ to UV (1000+).

Anyways final pic:
Hidden/Spoiler:
Image
Looks abit strange unskinned but once skin is done itll look way better.
Still looks a bit odd, I think it would be better if you replaced the turret with a half sphere on top of the model, and make a canon sticking out of it.
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Caleb1117 wrote:
PsYcH0_]-[aMsT3r wrote:Thx for good feedback guys :P If any of you wana UV it just ask. Anyways, finished it now :D the UVs hard because the treads are merged on to the whole body and i cant move them properly so i can have a good cubic projection :(. I'd be happy to lets some else get a good UV on cus it's to many polys for YJJ to UV (1000+).

Anyways final pic:
Hidden/Spoiler:
Image
Looks abit strange unskinned but once skin is done itll look way better.
Still looks a bit odd, I think it would be better if you replaced the turret with a half sphere on top of the model, and make a canon sticking out of it.
Hmm yeah your right lol. I'll change it now so i dont have to do more stupid uvs. I'm tempted to bin it since the UV is so hard :S.
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Re: Model showcase thread Part II

Post by VF501 »

PsychoHamster, an easier way to do UVs for complex models is to make the model but dont merge the parts. After its done and UVed and textured, select the pieces then merge them via Create Polymesh>Merge and in the pop up dialog find the area that reads Materials, UVs, Vertex Colors, Weight Maps and hit the merge button there.

To break your model back up into its component meshs, select all the polygons or points of the part you want to extract, then go to Create Poly Mesh>Extract Polygons (delete). This will take the selected polygons/points/edges and make a new mesh out of it. Just make sure you select all the points of the section you want and no extra ones.
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

VF501 wrote:PsychoHamster, an easier way to do UVs for complex models is to make the model but dont merge the parts. After its done and UVed and textured, select the pieces then merge them via Create Polymesh>Merge and in the pop up dialog find the area that reads Materials, UVs, Vertex Colors, Weight Maps and hit the merge button there.

To break your model back up into its component meshs, select all the polygons or points of the part you want to extract, then go to Create Poly Mesh>Extract Polygons (delete). This will take the selected polygons/points/edges and make a new mesh out of it. Just make sure you select all the points of the section you want and no extra ones.
Wow yeah, thats a good idea. Hell, you've saved me! Thanks so much, if i can get this working this will be one crazy model! Btw everyone I've remodeled the gun so its a MASSIVE cannon at the back.
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Re: Model showcase thread Part II

Post by Gogie »

negah wrote:now that looks awesome, but gunners position looks way too big

btw, here is a pic of a real MI-24D, that inspired IMO Gogie's model
Hidden/Spoiler:
Image
mines more of a mixture between the MI24D and the MI24P

[EDIT]
its nearing completion, added a few tail details, grooves on the hull, and wheels.
Image
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

please be low-poly enough for battlefront...
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Re: Model showcase thread Part II

Post by obiboba3po »

gogie thats simply amazing :bowdown:
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Re: Model showcase thread Part II

Post by Taivyx »

I don't think he's making it for battlefront 2, after all, everyone needs some high-poly practice once in a while for newer generation engines
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Re: Model showcase thread Part II

Post by PsYcH0_]-[aMsT3r »

Yeah high-poly models are pretty fun, but the UVs aren't :| . I might model my guitar soon and make it about 5000 polys :D.
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Re: Model showcase thread Part II

Post by Fluffy_the_ic »

I've been working on this for about an hour and a half; most of it was the placing of the head and deleting extra polys. But it's not done, not by a long shot. I still need to reskin the armor, make the flamethrower and gauntlets, and get them and the backpack textured. I'm posting one pic, sort of as a teaser, even though it's not very good...
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Is it okay if I post something that I made by importing models? 'Cuz, in case you can't tell, that's what this is. An imported Darktrooper that I fattened up with scaling, gave it a clone trooper head, and gave it a new jetpack. You'll know what this is if you've read the All-purpose request thread recently.
Been a while since I posted a model here, hasn't it? :P
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Re: Model showcase thread Part II

Post by Karnage »

Yay for being able to model!

Here's what I have of my blood gulch base model.
Image

Everything is as close to 1:1 as I can get.
Last edited by Karnage on Fri Aug 29, 2008 10:08 am, edited 1 time in total.
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Re: Model showcase thread Part II

Post by (RAPTOR)BENSTWO{SGT} »

Great job fluffy and Karnage. Nice job making the Blaze Trooper bulky. Please release it. :faint: :bowdown:
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