SWBF Series Model Showcase Thread 5th Edition
Moderator: Moderators
-
Lephenix
Re: SWBF Series Model Showcase Thread 5th Edition
Looks great Labj
.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: SWBF Series Model Showcase Thread 5th Edition
Its spines seem unnecessarily detailed. You could cut back on polies, there. Also, how will you envelope it if it's so large?
Last edited by Fiodis on Sat Apr 02, 2011 6:25 pm, edited 1 time in total.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: SWBF Series Model Showcase Thread 5th Edition
i agree with fiodis. to envelope it properly, you could ask acemastermind or fragme if they can convert the sbd-skeleton for you. youll have to scale the model to normal size and then scale it up through the anims though.
-
RevanSithLord
- Sith Master

- Posts: 2636
- Joined: Mon Nov 07, 2005 12:40 am
- Projects :: Designated Days + LFC + GT vs SWBFC
- xbox live or psn: Master Revan
- Location: GDSS Philadelphia
Re: SWBF Series Model Showcase Thread 5th Edition
Pretty much what I thought when I first saw it. Still see it like that to be honest, not that it's a bad thing. It's pretty awesome. As I said in the skinning thread...I would NOT want to get in the way of this thing.Raptor_101 wrote:Hunter and SBD mated. Wow that thing is interesting. That would be interesting to see in a mod for sure. Keep up the good work.
-
Labj
- Sith

- Posts: 1400
- Joined: Tue Jun 16, 2009 3:20 pm
- xbox live or psn: SiulS2409
- Location: Costa Rica
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
A model by Bamdur123, THEWULFMAN and me:
The poly count is not off the limit.
Credits:
Babdur123: basic model, head
THEUWLFMAN: Braids, torso and arms assiting
Me: Most of the model shape, textures.
Hidden/Spoiler:
Credits:
Babdur123: basic model, head
THEUWLFMAN: Braids, torso and arms assiting
Me: Most of the model shape, textures.
- naru1305
- Major General

- Posts: 657
- Joined: Fri Jan 07, 2011 4:57 pm
- Location: Germany
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
WOW, great model(what i´m saying?) AWESOME model, realy good work.
now we have an awesome padme model, and i think it is the first, right?
one question: do you want to make the hair as tentacle, so that it moves?
now we have an awesome padme model, and i think it is the first, right?
one question: do you want to make the hair as tentacle, so that it moves?
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
First BF Padme.naru1305 wrote:WOW, great model(what i´m saying?) AWESOME model, realy good work.
now we have an awesome padme model, and i think it is the first, right?
one question: do you want to make the hair as tentacle, so that it moves?
Its her outfit seen in "The Clone Wars" TV series. Made for my TCW mod.
Doesnt come anywhere near as close as Labj when it comes to the work he did on this model.
Labj, you already know the thoughts on the model.
oh, you may want to edit your post, in the credits, two little typo bunnies.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: SWBF Series Model Showcase Thread 5th Edition
nice model! i really like the boots. why does the have jka-hands though?
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
DarthD.U.C.K. wrote:nice model! i really like the boots. why does the have jka-hands though?
Meaning, why doesnt she have the low poly BF hands?
Well, for one, Those were original modeled hands from bamdur123. They were really good so we didnt want to get rid of them. They werent overlly high poly for BF, and I hate the low poly BF hands.
Note: I feel Zero is constantly underestimated as to what it can handle. I once made a building with over 200000 tri, I put it ingame, worked fine for me and my very low end laptop.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: SWBF Series Model Showcase Thread 5th Edition
well, more meaning that those hands look like they are from jka and ingame they wont hold the weapons right since they were made to be enveloped to fingerbones and therefore arent in the holdweaponpose.
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
DarthD.U.C.K. wrote:well, more meaning that those hands look like they are from jka and ingame they wont hold the weapons right since they were made to be enveloped to fingerbones and therefore arent in the holdweaponpose.
Well, I dont think this will be too much of an issue, I have a load of models with simaler fingers, they seem to hold the weapon fine if the hp_weapons is placed right.
Plus, she only needs to wield my pistol model anyway.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: SWBF Series Model Showcase Thread 5th Edition
I see she's wearing high heels into combat. I understand that's what she wore in the show. It's still very impractical, but whatever.
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
Fiodis wrote:I see she's wearing high heels into combat. I understand that's what she wore in the show. It's still very impractical, but whatever.
Not that I disagree about the impracticality, they are pretty small heels, especially when compared to a lot of female characters in games/movies/shows
- skelltor
- Sith

- Posts: 1431
- Joined: Fri Dec 11, 2009 6:24 pm
- Projects :: BFSM
- xbox live or psn: skelltor95
- Location: minisnowta
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
Great model guys
That is really sweet 
- naru1305
- Major General

- Posts: 657
- Joined: Fri Jan 07, 2011 4:57 pm
- Location: Germany
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
thanks for your answer, but i have one little question:
There is a hope that the model will be publicly released here on GT?
There is a hope that the model will be publicly released here on GT?
-
Darth_Spiderpig
- Sith Master

- Posts: 2631
- Joined: Fri Mar 27, 2009 10:23 am
- Projects :: Something cool...
- xbox live or psn: Has no xbox....Yup
- Location: Does whatever a Spiderpig does
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
I can't speek for the authors, but I guess there is.naru1305 wrote:There is a hope that the model will be publicly released here on GT?
As many other cool things which will be released after WULFMAN's TCW Mod is done.
- ANDEWEGET
- Ancient Force

- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
Trying to give some constructive advice, enjoy
:
What you have:
Good polyusage on the arms, face and boots. Good texture, UV isnt bad either(cant really judge it).
Horrible poly usage on the thighs and torso(30-50% of your polies dont add to your shape, and thats the job of polygons, defining the shape).
What you could do to improve your model:
Cut down on polyspam.
Use your polyspam to shape the model(shoulders, breast and abdomen area). Right now its just a scaled cylinder(or seems to be). If you look at the series, although she's rather skinny, she has an adult-like developed female body. Try to incorporate that into your model by using your polies to actually form shapes(its soo hard to explain; right side of the brain sadly cant talk in words[brain science is very interesting, really]); I dont mean oversized breasts or anything by that. Go and look at some other female 3D models on the web and use their polyusage/polyflow as reference for yours.
12 Sides are enough for arms and thighs(next-gen/current-gen FPS models usually use 8-12, more are only used for "special" extremities[nanosuit armor for example, armor in general]). I used 12 sides for all extremities on my TCW trooper, I dont see any reason to add more(neither makes it noticeable rounder nor better in any other way[might even be more difficult to UV edit]); Id like to know if you have one though. Use those polies on places which could need it.
=> Cut down on polyspam and use your polies to define the shape. Even if you dont want to edit this model, keep it in mind for the next model, usually worth it.
What you have:
Good polyusage on the arms, face and boots. Good texture, UV isnt bad either(cant really judge it).
Horrible poly usage on the thighs and torso(30-50% of your polies dont add to your shape, and thats the job of polygons, defining the shape).
What you could do to improve your model:
Cut down on polyspam.
Use your polyspam to shape the model(shoulders, breast and abdomen area). Right now its just a scaled cylinder(or seems to be). If you look at the series, although she's rather skinny, she has an adult-like developed female body. Try to incorporate that into your model by using your polies to actually form shapes(its soo hard to explain; right side of the brain sadly cant talk in words[brain science is very interesting, really]); I dont mean oversized breasts or anything by that. Go and look at some other female 3D models on the web and use their polyusage/polyflow as reference for yours.
12 Sides are enough for arms and thighs(next-gen/current-gen FPS models usually use 8-12, more are only used for "special" extremities[nanosuit armor for example, armor in general]). I used 12 sides for all extremities on my TCW trooper, I dont see any reason to add more(neither makes it noticeable rounder nor better in any other way[might even be more difficult to UV edit]); Id like to know if you have one though. Use those polies on places which could need it.
=> Cut down on polyspam and use your polies to define the shape. Even if you dont want to edit this model, keep it in mind for the next model, usually worth it.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: SWBF Series Model Showcase Thread 5th Edition
can you sow an referent
-
Lephenix
Re: SWBF Series Model Showcase Thread 5th Edition
It looks very good
. The topology/anatomy looks wrong. And it is isn't the 1st Padme for swbf/swbf2 , Manderek already did one .
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: SWBF Series Model Showcase Thread 5th Edition
Very nice looking Padme, the one thing I'd like to add along with what the others have said is have you enveloped the model yet? If you have how well do the elbows and knees deform, it looks to me there would be a sharp transition when it bends, you might need some more geometry there, could just be me though.
