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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kinetosimpetus
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by kinetosimpetus » Thu Jun 10, 2010 8:11 pm
Yep, yur gun.
I bashed on Luke's legs, but I'm still playing with the envelope.
Oh, and the pads are because I couldn't get the shoulders to deform well...
wire
DarthD.U.C.K.
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by DarthD.U.C.K. » Fri Jun 11, 2010 2:33 am
aaah, better
*sees the stormieshoulderpads* id make new shoulderpads though, the stormiepads are so easily recognized
Delta-1035
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by Delta-1035 » Fri Jun 11, 2010 3:28 am
Much better, good job kinetos!
VF501
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by VF501 » Fri Jun 11, 2010 8:02 am
1&3: Too much disparity of detail between those areas and the rest of the gun. Is this a Hi-poly or a low poly? You need to evenly distribute the detail for a more refined and easier to handle mesh and a more professional quality. 24+ sided cylinders should only be on large props or on Hi-Poly models that normal maps are baked off of.
2: The Picatinny Rail system is not just rectangles mounted on top. I drew the front profile view of them to show what they look like.
4: Compared to the rest of the gun that area is too blocky and unrefined. A slight bevel on the edges and more curvature to the inside parts would be more accurate and wouldn't affect polycount much.
CodaRez
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by CodaRez » Fri Jun 11, 2010 7:51 pm
kinetosimpetus wrote:
Oh, and the pads are because I couldn't get the shoulders to deform well...
I would say kitbash Han's arms, then again we don't have an envelope ref of him dont we..?
DarthD.U.C.K.
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by DarthD.U.C.K. » Fri Jun 11, 2010 8:12 pm
why would you need a reference for the enveloping?
CodaRez
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by CodaRez » Fri Jun 11, 2010 9:23 pm
DarthD.U.C.K. wrote: why would you need a reference for the enveloping?
The only envelope map I know of is of shoulderpadded models (i.e. unit_template's clone trooper)
Figuring out envelopes for organics may, like kinos said, result in some weird deforms.
Unless you got such refs, then can I pls use em too?
minilogoguy18
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by minilogoguy18 » Fri Jun 11, 2010 9:27 pm
Just envelope the mesh yourself, it's really easy.
CodaRez
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by CodaRez » Fri Jun 11, 2010 9:58 pm
minilogoguy18 wrote: Just envelope the mesh yourself, it's really easy.
Well I try my best
FragMe!
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by FragMe! » Fri Jun 11, 2010 10:07 pm
Couple of new explosive devices just because the others get boring after a while.
Trip Mine. Little lights blink although I may just make them glow.
Det Pack. Once again the red lights blink, I must have a blink fixation.
All models and textures are original (with the exception of the leather bits on the trip mine but I will probably remake it.)
Just noticed the pictures in game look ugly (lowresish), but really they look good in game, really.
lucasfart
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by lucasfart » Fri Jun 11, 2010 10:13 pm
Wow. They look like awesome duplicates of the JKA ones! Do they activate like the JKA ones? As in, with the trip mine, is there a laser that activates the mine?
FragMe!
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by FragMe! » Fri Jun 11, 2010 10:20 pm
Yes it activates by a laser
it just happens to be a very round laser.
No really it doesn't for two reasons, Pandemic. So it operates like a regular mine, proximity, also tried doing an emitter etc but it always want to go up no matter what orientation of the mine.
Commander_Fett
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by Commander_Fett » Sat Jun 12, 2010 12:29 am
pretty awesome looking mines there Fragme!. Bummer about the lack of laser tripping, but cool nonetheless. I hope you plan on releasing those
DarthD.U.C.K.
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by DarthD.U.C.K. » Sat Jun 12, 2010 4:28 am
looks awesome! did you use ambienceocclusion on them?
CodaRez
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by CodaRez » Sun Jun 13, 2010 9:45 pm
Ok, presenting the kitbashed Navy Commando
About to start the envelope, unless, anyone got any gripes bout it. I'm looking for input more on the chestplate and helmet.
Do the chestplate and helmet connect with the refs here I used?
Right, wireframe:
kinetosimpetus
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by kinetosimpetus » Sun Jun 13, 2010 11:39 pm
Custom animation for DC-15a
CodaRez
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by CodaRez » Sun Jun 13, 2010 11:49 pm
kinetosimpetus wrote: Custom animation for DC-15a
Farther into the vid, I can see his left arm is quite stiff, might wanna bend it a bit.
genaral_mitch
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by genaral_mitch » Mon Jun 14, 2010 12:26 am
kinetosimpetus wrote: Custom animation for DC-15a
Look at his head, wonder how he can aim looking at his feet.
Sky_216
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by Sky_216 » Mon Jun 14, 2010 3:21 am
CodaRez wrote: Ok, presenting the kitbashed Navy Commando
Impressive......most impressive.
@Frag: love the mines
Delta-1035
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by Delta-1035 » Mon Jun 14, 2010 5:04 am
@CodaRez: Looks perfect IMO.
@kinetos: I think the head is ok, nice animation.