SWBF Series Model Showcase Thread 5th Edition

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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Marth8880
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

I think he's talking about the barrel.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by kinetosimpetus »

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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

I think he was mentioning the "rail" above the barrel.
Also, is it just me or did a bunch of posts vanish overnight?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by kinetosimpetus »

Yes, from the server move.

He was actually talking about the grip which ironically was copied from previous work.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Nedarb7 »

I decided to create a weapon that I came up with called the Unreal-X Bolt Caster.
Basically its a newer type of bolt caster made about ten-twenty years after the battle
of Endor, which means the technology would be way better. The weapon has three modes:
Sniper mode (as I said better technology), Blast mode (a close range blast that has a large
radius), standard mode. The weapon itself is actually quite large, having a bar across the
bottom to hold (or else you wouldn't be able to hold it :lol: ) So far I've only modeled the sniper mode. Screenshots:

(both wire and solid)
Hidden/Spoiler:
ImageImageImage
-EDIT-
Who can guess where I got my inspiration? :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by noMatt »

Great model nedarb
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

Wow! I like the look of it a lot. I think the pronged style is a pretty unique idea.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Nedarb7 »

Thank you, any guesses where I got my inspiration? :D
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

Would it be this, by any chance? (Google said so.)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

I like it Nedarb. I would like to, however, see a solid in Edit Mode. I'd like to see your poly flow, it's what I had so many issues with when I started to model. Basically tons of stuff isn't needed to contribute to the shape and you end up making your model inefficient. Which isn't a big problem on its own, but get 30 of those models in a room together and the game starts to lag if they all have 6k tri.

I use Blender 2.49b for the record, if you use newer versions you might not see some of the menu options I mention.

I'm thinking Half-Life 2's Overwatch Standard Issue Pulse Rifle as your inspiration. At least that was my first thought when I saw it.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Nedarb7 »

THEWULFMAN wrote:I like it Nedarb. I would like to, however, see a solid in Edit Mode. I'd like to see your poly flow, it's what I had so many issues with when I started to model. Basically tons of stuff isn't needed to contribute to the shape and you end up making your model inefficient. Which isn't a big problem on its own, but get 30 of those models in a room together and the game starts to lag if they all have 6k tri.

I use Blender 2.49b for the record, if you use newer versions you might not see some of the menu options I mention.

I'm thinking Half-Life 2's Overwatch Standard Issue Pulse Rifle as your inspiration. At least that was my first thought when I saw it.
Thank you! I'll post a solid edit mode picture soon.
I'm actually more familiar with blender 2.49b, I first make the model in 2.63 then export to
2.49b for texturing.... not sure why, every time I texture in 2.63 it doesn't work, but
it doesn't matter since I am more familiar with the older one.

As for this:
THEWULFMAN wrote:I'm thinking Half-Life 2's Overwatch Standard Issue Pulse Rifle as your inspiration
this was actually a closer guess :lol: :
Marth8880 wrote:Would it be this, by any chance? (Google said so.)
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Image
-EDIT-
Here you go:
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Image
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

Wow, your poly flow is far better than I expected it to be, good work. :thumbs: However, one thing that catches my eye is your scope. It's using something like, 30 sides. It doesn't need to for a game like SWBF2. 12 sides is enough most of the time for me, you can't tell how smooth a cylinder is in Zero Engine on weapons most of the time. A 12 sided scope doesn't look that different from a 30 sided scope once ingame. That cylinder on the bottom has the right idea.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

If this is also going to be used as the first-person model, I'd go with 16 since the player would be looking at the scope long-ways.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Nedarb7 »

Yes it will be used as first person as well. I think I used about 28 sides, not sure.
I'll lower the amount, maybe 18?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by noMatt »

As long as the game runs smooth in the end everything is ok. And since this weapon is very lowpoly two polys more or less wont change so much. I would do 16 sides for not first person and as it is as first person
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by kinetosimpetus »

2 more sides on a scope like that is roughly 40 more triangles. Personally, I use 8 sides on anything around that size.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

18 is still too many under any circumstances for a cylinder on a weapon 3rd person model(even a rocket launcher). Even my standard 12 is too many really, but I am a bit relaxed about it. 8 sides is enough for 3rd person models most of the time.

16 for first person on a scope like that is fine. If you want to go the extra mile, make a separate version for 3rd person that uses a 12 sided scope.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Nedarb7 »

THEWULFMAN wrote:18 is still too many under any circumstances for a cylinder on a weapon 3rd person model(even a rocket launcher). Even my standard 12 is too many really, but I am a bit relaxed about it. 8 sides is enough for 3rd person models most of the time.

16 for first person on a scope like that is fine. If you want to go the extra mile, make a separate version for 3rd person that uses a 12 sided scope.
Okay thanks. :D
Here's a Westar M-5, the cylinders (mainly the scope) have much fewer sides than the U-X, 10
I believe. Anyways time for some screenies:

Solid:
Hidden/Spoiler:
Image
Semi Wire:
Hidden/Spoiler:
Image
Wire:
Hidden/Spoiler:
Image
-EDIT-
Textured:
Hidden/Spoiler:
ImageImage
-EDIT2-
In-game:
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ImageImageImageImage
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

Excellent model! It fits the scale of the trooper really well. I like the texture a lot, too.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by TWINKEYRUNAWAY »

Man ,now that is an awesome weapon!
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