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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 10:02 am
by THEWULFMAN
Looks nice Labj. :thumbs:

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I found the stock Moisture Vaporator model to be small, inaccurate, and underdetailed, so I decided to make a more canon version. I left out a couple things for various reasons. I still have to clean the model up a bit, but here it is.
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Wireframe
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Main references.
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Now the fun part of UVs and texture. :lol:

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 10:30 am
by mswf
It looks great! Great job if you're looking for more detail.
Hidden/Spoiler:
There are still places where you could get away with less polygons, like on the top parts of the four smaller cylinders.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 10:46 am
by Lephenix
mswf wrote:It looks great! Great job if you're looking for more detail.
Hidden/Spoiler:
There are still places where you could get away with less polygons, like on the top parts of the four smaller cylinders.
In my opinion, he could add more details and subdivisions on the middle (i saw panels, vents on the references) and then bake those details on a low poly mesh, besides Darth D.U.C.K. just created a Guide topic about normal maps and other maps :wink: .

Looks nice though :thumbs: .

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 12:57 pm
by THEWULFMAN
mswf wrote:It looks great! Great job if you're looking for more detail.
There are still places where you could get away with less polygons, like on the top parts of the four smaller cylinders.
Thanks, like I said I still have to clean it up a bit.

Lephenix wrote:
In my opinion, he could add more details and subdivisions on the middle (i saw panels, vents on the references) and then bake those details on a low poly mesh, besides Darth D.U.C.K. just created a Guide topic about normal maps and other maps :wink: .

Looks nice though :thumbs: .
Thanks. I however prefer to just work with the textures themselves, as I can produce pretty much the same end result without all the extra trouble of modeling it on. I intend to use bump/normal maps on pretty much every prop/building in my SWBF3 maps.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 6:52 pm
by The Nasal Abyss
Don't forget to edit the normals of the model to make the round surfaces shade like they are round.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 8:23 pm
by minilogoguy18
I spy...

A lot of vertex's that can be removed, cylinders don't need that vertex in the center unless it needs to to come to a point, if it's just flat then there's no need for them.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Mon Nov 07, 2011 9:42 pm
by THEWULFMAN
The Nasal Abyss wrote:Don't forget to edit the normals of the model to make the round surfaces shade like they are round.
I didn't forget. :P
minilogoguy18 wrote:I spy...

A lot of vertex's that can be removed, cylinders don't need that vertex in the center unless it needs to to come to a point, if it's just flat then there's no need for them.

I'm fully aware of this, like I said, I needed to clean it up. Needed being proper, as I'm done. At least as done as I care to be before starting the UVs and texture.
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Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Tue Nov 08, 2011 10:47 am
by naru1305
really great work, looks better now :D

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Wed Nov 09, 2011 8:59 pm
by Labj
AIE-486H Heavy Machine Gun:
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Ref:
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This one has a very high poly count, but i dont really mind that since these dont go for anything.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Wed Nov 09, 2011 9:55 pm
by Noobasaurus
Looks AWESOME. :thumbs:

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Wed Nov 09, 2011 11:13 pm
by THEWULFMAN
Great job as always Labj.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Wed Nov 09, 2011 11:55 pm
by Cerfon Rournes
Nice job Labj. :thumbs:

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 2:20 am
by Marth8880
The base layout for a large, floating building/structure.
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Can anybody guess what this will be specifically used for?

Hint: Sol Map Pack

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 2:33 am
by AQT
Looks like a Helium-3 mining facility designed by humans to float high above the atmosphere of gas giants, such as that of the fifth planet in the Solar System, Jupiter.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 3:44 am
by Marth8880
AQT wrote:Looks like a Helium-3 mining facility designed by humans to float high above the atmosphere of gas giants, such as that of the fifth planet in the Solar System, Jupiter.
More like a diamond mining/research facility, but correct.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 8:24 pm
by Tears2Roses
How do you take a screenshot in XSI and where is it saved? I want to post my first acutal model, a basic pistol. I think its pretty good for starters.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 8:32 pm
by minilogoguy18
Just do a print screen and paste it into an empty MS paint document, save it as a .png image for quality.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 9:02 pm
by Tears2Roses
Tears2Roses wrote:...screenshot in XSI and where is it saved?...

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 9:03 pm
by kinetosimpetus
It is saved in the clipboard, like when you copy something, so you can just paste it.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Thu Nov 10, 2011 9:04 pm
by Tears2Roses
Oh, ok.
EDIT: here is my gun model.
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and the wires:
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The wires show the back part of the gun going inside of it, but that doesnt affect anything. As you can see I have rounded edges. I think its a good start. More detail = must. along with a proper texture.

EDIT: I shouldn't ever have more than a 4 edged polygon. And I have way to many useless edges/polygons. This is the fixed wireframe. HUGE thank you to Marth/Marco for helping me with it: Image

Now for the rest of the model, then the completely textured model. :D