SWBF Series Model Showcase Thread 5th Edition
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Re: SWBF Series Model Showcase Thread 5th Edition
Those look great!
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Re: SWBF Series Model Showcase Thread 5th Edition
Good work, Anakin! Only real gripe is the unnecessary edges: instead of wasting edges on making the model look smoother from the side, use those edges on making the gun appear rounder and less blocky looking down the barrel.
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Re: SWBF Series Model Showcase Thread 5th Edition
So here's the longest recap you'll see in a while. I actually finished the turret, and it's just about as massive as I could get it within playable termsEpifire wrote: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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- Polycount 6050
- Textures divided into four 1024x texture sheets
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Re: SWBF Series Model Showcase Thread 5th Edition
Really slick work! I'm interested to see the level of detail you put into the animations, but the texture is great.
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Re: SWBF Series Model Showcase Thread 5th Edition
Thanks Mav. Since it's actually pretty basic, the moving parts were just defined in the ODF but I tried to make it as close to a Death Star XX-9 as I could. It has barrel recoil though but since it's supposed to be a tactical spot to take on the map, none of the weapons are actually able to kill it.Maveritchell wrote:Really slick work! I'm interested to see the level of detail you put into the animations, but the texture is great.
I'd been told that BF1 maps could be ported over to 2, and if that's the case I'd be okay with trying to get the map to work on both after it's finished. Right now I'm working on a lot of detail props to make it feel more Kejim-ish. Things like some of the storage units, or things you might understand to be in a lot of imperial bases. Sorta unifying the theme across the board, with my own stuff added in too. But for instance a simple I started and completed two days ago...
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- Anakin
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Re: SWBF Series Model Showcase Thread 5th Edition
Marth8880 wrote:Good work, Anakin! Only real gripe is the unnecessary edges: instead of wasting edges on making the model look smoother from the side, use those edges on making the gun appear rounder and less blocky looking down the barrel.
Thank you both. I may have a look at the gripe.Kingpin wrote:Those look great!
I tryed me on the texture, but it looks horrible. Maybe someone can help me with it.
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Re: SWBF Series Model Showcase Thread 5th Edition
In my opinion it looks very nice. Did you mean the texture or the projection of the texture?
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Re: SWBF Series Model Showcase Thread 5th Edition
i mean the bright and dark brown parts
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Re: SWBF Series Model Showcase Thread 5th Edition
I'll say one of the biggest things I know that can improve a texture right away is baking a simple ambient occlusion texture. Since you already have your UVs layed out, it wouldn't hurt to try layering it on at least. I can explain more in a PM but you'll have to tell me what software you're using. Just what you're modeling and texturing it in.Anakin wrote:Marth8880 wrote:Good work, Anakin! Only real gripe is the unnecessary edges: instead of wasting edges on making the model look smoother from the side, use those edges on making the gun appear rounder and less blocky looking down the barrel.Thank you both. I may have a look at the gripe.Kingpin wrote:Those look great!
I tryed me on the texture, but it looks horrible. Maybe someone can help me with it.
So if you are good in textureing PLEASE PM me.Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread 5th Edition
So here's the longest recap you'll see in a while. I actually finished the turret, and it's just about as massive as I could get it within playable termsEpifire wrote:Hidden/Spoiler:
- Polycount 6050
- Textures divided into four 1024x texture sheets
Guns, other details on the top section and the base round it's polycount up higher. Since it is large I found that the extra details weren't a bad idea. I'm still fine tuning sounds and camera angles (as it also needs a 1st person view done). It's going into my Kejim themed outpost map for BF1, but when the map actually ships pretty much all the assets and the turret will be free for anyone to use in either BF1 or 2. Relieved that it's done though, as it was a pain to make a suitable lowrez cage mesh to go over the guns.[/hide][/quote]
Holy cow those look good!
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Re: SWBF Series Model Showcase Thread 5th Edition
Yeah Kingin, it is a smaller ground based version of the Death Star XX-9 turret. It's not a full on copy as I felt like getting a bit of variation into it. Think same weapon series, different model type.
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Re: SWBF Series Model Showcase Thread 5th Edition
Since I began to work on a new map I decided to use custom models. I also make a few new space ships if I can.
Anyone can imagine in which epic battle this space ship was shown?
Now you probably know what I am currently working on.
Anyone can imagine in which epic battle this space ship was shown?
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Re: SWBF Series Model Showcase Thread 5th Edition
wow great model
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Re: SWBF Series Model Showcase Thread 5th Edition
Well another addition to my new map is (at least in a working theory) a new unit for a ambient, neutral faction. It is a supplies outpost, so who'd be more fit to run crates back and forth than a droid? As a matter of fact who'd still be bustling around if there were a surprise attack? Well here is the FH-9 (Freight Hauler) Droid.
High poly-showcase. Rendered in XSI with an ambient occlusion map.
I did this in a couple days, but I had sketched out the idea prior to modeling. It's based around the design of the 2-1B Medical Droid. It did change a bit as I scrapped the smoother more human derived waist and just dropped in the obtuse mechanical stabilizers. He's a sorta odd looking droid but I think for a single roll it should fit well just seeing one dart past once in a while. I was pretty satisfied with the detail as I don't want to spend too much time on it, so it now rests at 519,146 polys. Of course that'll not be the final count but it gives you an idea what the high-res models can get to be in XSI. I've never modeled one out but I've seen some sculpted models that went 2-3 million easily.
Original concept idea
High poly-showcase. Rendered in XSI with an ambient occlusion map.
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Original concept idea
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- Space Ranger
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Re: SWBF Series Model Showcase Thread 5th Edition
Looks nice, can I see a wireframe comparison of your high and low poly?
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Re: SWBF Series Model Showcase Thread 5th Edition
Gonna be working the low poly over it soon. At the moment it's just the highres mesh in the shots I just posted, and I hadn't included the highres wireframe as I figured it was so dense it'd be near redundant. I can still grab one of the highres if you like though.THEWULFMAN wrote:Looks nice, can I see a wireframe comparison of your high and low poly?
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EDIT: Just ran through and made the lowpoly cage this morning and baked it. Had to tuck in and manipulate the geometry a tad bit to cover up edge spilling. Polycount is a lot better though
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Re: SWBF Series Model Showcase Thread 5th Edition
Maybe you've seen my Map/Mod Idea
I never made an Map, so i have no Idea how to start such an project. That's why i posted this Idea. But in any case We'd need some new Assets. So i started working on some Geonosis Assets:
On this pic you can see
one 4-way module,
one middel portal module,
two round portal modules.
and here is the ref:
I never made an Map, so i have no Idea how to start such an project. That's why i posted this Idea. But in any case We'd need some new Assets. So i started working on some Geonosis Assets:
On this pic you can see
one 4-way module,
one middel portal module,
two round portal modules.
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Re: SWBF Series Model Showcase Thread 5th Edition
Wow. Looks like a really cool beginning of an awesome map.
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Re: SWBF Series Model Showcase Thread 5th Edition
Okay here's my first model showcase. An updated version of My Clone z95 Headhunter.
Reference:
Textures still need work Overall. Maybe someone could help me with them since I'm not that great. There is still a lot of texture stretching. For example on the nose of the craft and the wing tip cannons. Also The hump behind the cockpit is still lacking the detail seen in the reference.
Oh and Thelegend, thats from the Battle of Umbara TCW arc! I love your model, it looks great!
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Oh and Thelegend, thats from the Battle of Umbara TCW arc! I love your model, it looks great!
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Re: SWBF Series Model Showcase Thread 5th Edition
Nice model and also a cool looking city I've seen in background.