SWBF Series Model Showcase Thread v4.0
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- lucasfart
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Re: SWBF Series Model Showcase Thread v4.0
Awesome work Fiodis! I've been thinking about making a medieval map lately, although i haven't done anything yet. Can't wait to see it when its finished, and i hope such a high-poly model works alright ingame.
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Re: SWBF Series Model Showcase Thread v4.0
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VF501
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Re: SWBF Series Model Showcase Thread v4.0
This is just the Hi-Poly that I'm going to bake a normal map off of. First I finish the sculpt, export as wavefront obj. Import into XSI, setup and do some Armor using Hard Surface Sub-Division modeling. Then I build my Low-Poly, UV map the Low and Bake down Normal and AO maps from there. Then I build a Skeleton and rig and weight it.Maveritchell wrote:Just a sculpt, or have you modeled it also? I assume you're not rigging in "digital media."
Digital Media 243. 3D character design and animation. Technically I'm supposed to use Maya+ Mudbox, but the Instructor knows me, and lets me use my own stuff. Mostly because he has no experience using 3D sculpting applications, since the school just got Mudbox.
I pretty much take the class to round out my Credits selection.
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Re: SWBF Series Model Showcase Thread v4.0
Some more work has been made for the Warhammer 40,000 mod.. here are some Necrons:
From left: Immortal, Warrior, Flayed one (without skin), and Necron Lord
From left: Immortal, Warrior, Flayed one (without skin), and Necron Lord
Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread v4.0
Wow. they look good Battleffront_Conquer! Only thing is, you probably shouldn't have attached the weapons to the body...
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Re: SWBF Series Model Showcase Thread v4.0
Agreed, also their poses are completely wrong for BF2. Need arms out to the sides.
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Re: SWBF Series Model Showcase Thread v4.0
They arent attached, just posed there.lucasfart wrote:Wow. they look good Battleffront_Conquer! Only thing is, you probably shouldn't have attached the weapons to the body...
I know this, Iput them this way so I can have them all in the picture together, I'll have they're arms positioned correct when I convert them into XSI, also I will be making completely new animation sets for each character...Sky_216 wrote:Agreed, also their poses are completely wrong for BF2. Need arms out to the sides.
But thank you none the less
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Re: SWBF Series Model Showcase Thread v4.0
Battleffront_Conquer wrote:Some more work has been made for the Warhammer 40,000 mod.. here are some Necrons:
From left: Immortal, Warrior, Flayed one (without skin), and Necron LordHidden/Spoiler:
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Re: SWBF Series Model Showcase Thread v4.0
Thank you, I appreciate it!
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Re: SWBF Series Model Showcase Thread v4.0
WOw, Your a neat modeler mate...!!! Nice job!
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Re: SWBF Series Model Showcase Thread v4.0
Are you gonna have the green glow and all?Battleffront_Conquer wrote:Some more work has been made for the Warhammer 40,000 mod.. here are some Necrons:
From left: Immortal, Warrior, Flayed one (without skin), and Necron LordHidden/Spoiler:
Off-topic: Hey, your avatar is Spongebob!
- Fiodis
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Re: SWBF Series Model Showcase Thread v4.0
Good luck texturing those playermodels.
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Re: SWBF Series Model Showcase Thread v4.0
Hahaha yes they will have the glow, so in dark maps they will be easy to spot (And yes I hand drew him as a drunk)
And I use blender to get the UV maps
Thank you for the compliments
Edit:
Some more work on warhammer 40k characters:
Tau firewarrior:
And I use blender to get the UV maps
Thank you for the compliments
Edit:
Some more work on warhammer 40k characters:
Tau firewarrior:
Hidden/Spoiler:
- Gogie
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Re: SWBF Series Model Showcase Thread v4.0
Battleffront_Conquer wrote:Hahaha yes they will have the glow, so in dark maps they will be easy to spot (And yes I hand drew him as a drunk)
And I use blender to get the UV maps
Thank you for the compliments
Edit:
Some more work on warhammer 40k characters:
Tau firewarrior:Hidden/Spoiler:
Soo... many... polys... good models tho, what program were they made in?
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Re: SWBF Series Model Showcase Thread v4.0
They actually dont have that many polys... only about 1600... and I use 3Ds MaxGogie wrote: Soo... many... polys... good models tho, what program were they made in?
Edit:
Another unit from the Tau; Pathfinder
Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread v4.0
Wood Drying shed is mine.Fiodis wrote:That looks very nice.
Something I've been working on for a few hours today. The house models aren't mine, but the walls and turrets are. I found it's a bit difficult to get everything to line up perfectly in ZE, so I'm making my map in XSI now.
Medieval Project, though long-dead, is starting to rise from the grave:Hidden/Spoiler:Hidden/Spoiler:The little guy standing in the chapel graveyard is the stock Republic EP2 trooper, for size comparison.Hidden/Spoiler:
EDIT - Ah, nearly forgot. Credits to and for:
Medievalworlds for the tall white house (and RougeKnight for conversion to obj format)
Gerzi 3D ART for the chapel, graveyard, and similar house next to it
[Unknown author] for the wood drying shed.
- Fiodis
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Re: SWBF Series Model Showcase Thread v4.0
Ah, thanks, Caleb.
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Re: SWBF Series Model Showcase Thread v4.0
WIP: HD clone trooper:
Helmet:
(still a WIP)
Known bugs:
The back round thing was made incorrectly and faulty
The pair of holes in the frontal part are crocked
Crest simerty has not been made yet.
Some parts of the upper part look squary.
Helmet:
Hidden/Spoiler:
Known bugs:
The back round thing was made incorrectly and faulty
The pair of holes in the frontal part are crocked
Crest simerty has not been made yet.
Some parts of the upper part look squary.
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Re: SWBF Series Model Showcase Thread v4.0
I have only a basic understanding of this, but are you going to use that model as is in game? Or will you make a low poly version of it and bake the normal map of the hi-poly onto it?
- DarthD.U.C.K.
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Re: SWBF Series Model Showcase Thread v4.0
theoretically you can use it ingame but currently it has so many polys that half of them will be invisible and most of them will hardly be noticed ingame
but on the other side it doesnt have enough polys/a smooth enough polyflow to be a highrez for a normalmapbake
but on the other side it doesnt have enough polys/a smooth enough polyflow to be a highrez for a normalmapbake







