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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SAMofBIA
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by SAMofBIA »

Still a pretty diet dr. pepper amazing texturing of a flat cube.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Cleb »

Nomatt: what sam of bia said was kinda what I meant for you. :wink: About the tank, yes I still am working on it, it's about 45% textured, I sent loopy a pm about it (hint hint) but I can't work on it at this exact moment cause I'm on vacation but I will continue when I get back. :)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Luke »

Here's Commander CC-0411 "Ponds" I made for a map yesterday. It's mainly a retextured TCW trooper from Ande with DarthD.U.C.K.'s Holsters, but the cape was made by me.
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EDIT: Render Pic:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by TWINKEYRUNAWAY »

Wow sir, very initiative!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Luke »

Thanks!
And here is something very different: (Not finished yet and not for Battlefront):
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by THEWULFMAN »

Nice. Looks like you were going for the Enterprise (CVN-65), you're not too far off. The front of the deck is much smoother, not jagged, though.
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Just a tiny bit of a military geek. :p

It does seem more of a detail thing, not actually an inaccuracy. Still though, might as well be going by the shape of the actual flight deck.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Luke »

Yea, im still working on it. Here are some pictures (I did some work on the other sides hangar entrances which you can't see in this picture. But what you can see is that I made a new nose (looks much more like the original carrier now), I tried creating some waves with ICE (the first time I tried out working with this) and I removed the jagged flight deck edge from the front part. This came from the rotoscope I used, which had a very low quality. Actually on this place there are some balconys, bridges and some mechanics.)
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Kind of a military geek? Me, too. :D
And yes, it's the USS Enterprise (CVN-65). :thumbs:

EDIT: McDonnell Douglas F/A-18F Super Hornet (also not completly finished)
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by noMatt »

AWESOME work on that my friend :D Keep on doing great stuff :thumbs: In which application did youve rendered that Flyer?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Fiodis »

Great work on the carrier and Hornet both. Man, renders look so much better than screenshots from the modelling GUI itself.

But I'm too lazy. :P
For a programming project / possible mucking around in BF2:
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Very loosely based on a Buccaneer 18. Went a bit nuts with the detail on the mainstays and I'm still missing the sheets and clews, but whatever. BF2 isn't exactly Sail Simulator 2013.
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I know you can put animated cloth on props. By using LUA to continually update a prop's position/rotation matrix to match that of an invisible, player-controlled vehicle (with a collision mesh matching the prop's), you could create the illusion of a drivable vehicle with animated cloth! :) Yes? No?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Epifire »

New Turbo-Laser I'm making for a map. Supposed to only be one of them and it's a game changer so it's sort of a necessary goal. You will be able to shoot the gunner out from it since he will mount a control console, so it's not totally OP...
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

That looks fantastic, Fiodis! :o Might be possible to do what you did with the cloth - the engine would likely collapse under the pressure, though.

Epifire: That looks fantastic! Will the control terminal be located inside the tower? :o
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Epifire »

Marth8880 wrote:Epifire: That looks fantastic! Will the control terminal be located inside the tower? :o
Thanks man! :D

It will sit atop a silo, and the terminal will be measured to extend down into the silo. So you will be able to flank the tower and take out the gunner if his team sucks. The Tower control section will also have it's own CP.

EDIT: Oh forgot this one, so here is the wireframe and poly count too. A bit high for a regular model, hence the reason why there is only going to be one.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by CressAlbane »

Wow, awesome tower. Really liking the detail on the sides. Hopefully you can get an equally awesome texture!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Epifire »

Yeah I'll likely going to be painting with weight maps and am going to use mutliple texture sheets to separate the panels. from the base underneath it. It'll be a complex piece but it should look good if I can get the right colors in combination with the right layers.


EDIT
Just spitting a ton of them out lately. I'm working on a tile texture set to go with general buildings in the base that goes with that map the turret is gonna be in. So for starters I just finished with the major work to the third Imp paneling bake mesh...
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Luke »

Amazing work, Epifire! And your model Looks also fantastic, Fiodis! Keep it up! :thumbs:

And here's something I made last days:

Acclamator I-Class Assault Ship hanger in the style of Free Radical's SWBF3 Acclamator Cruiser hanger like you can see it in the Alpha Meeting-video from 2008. (The model is W.I.P and the LAAT/i there is just to recognize how big it is) (AND yes, it fits into the ship, but I'm not very far with the modeling of it :D )

Ambient Occlusion
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Wireframe
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EDIT: In which application did you the rendering of the planel, Epifire? (I think not SI/XSI, looks more like 3DSMax :D)
EDIT2: The count of the tris in the wireframe Image are not belonging completly to the hanger, a big part of the belongs to the Acclamator Cruisers main mesh and an other part to some hidden mesh who are not longor needed for the model but could be useful, sometimes.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by yuke5 »

I don't use this smiley very often, but...

:eek:

Great work, Luke!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by AcaelusThorne »

Agreed to Lu ... Yuke
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by lucasfart »

Still working away ever so slowly on medieval stuff. :D I'm currently doing a big bunch of simple tudor houses. I'm kinda going for modular system so I can make heaps of unique combinations. :D

Simple Straight Building:
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T Shaped Building:
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U Shaped Building:
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L Shaped Building:
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Different fronts:
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Stables:
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Anyone know an easy way to get them to fit together well when manipulating them in ZE? Its a real pain trying to perfectly fit each face together without z-fighting, but I can't really see an easy way to snap them together well.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Maveritchell »

lucasfart wrote:Anyone know an easy way to get them to fit together well when manipulating them in ZE? Its a real pain trying to perfectly fit each face together without z-fighting, but I can't really see an easy way to snap them together well.
Assuming you're just looking to fit three or four pieces onto a single house location, construct them in XSI so that they share a single origin when they're in the correct place, then set their locations to be identical in ZE. Failing that, you can just manually edit your .wld or .lyr file to fine-tune your placement.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by lucasfart »

Yeah, that could do the trick! The problem is that if I want to put a few main pieces together it would be handy to have them centred over the origin, not way off to the side. Say I had a 'J' shape using a "T", "L" and two "I"s it would just be plain annoying to have them sitting way off to the side. I guess its just a matter of scaling it to the same relative scale as the ZE grid...I'll have to give that a shot though! It'll definitely work perfectly for the fronts, so thanks. :)
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