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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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Kingpin » Sun Sep 21, 2014 5:09 pm

Those are amazing! I can't wait to see what map they are going in.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Marth8880 » Sun Sep 21, 2014 5:34 pm

jedimoose32 wrote:Sounds like a challenge.

Nope! It's actually pretty easy. :) viewtopic.php?p=466539#p466539

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby jedimoose32 » Sun Sep 21, 2014 6:31 pm

Sorry, what I think I meant to say was more along the lines of "Challenge Accepted". I'll definitely look into slapping some normal/spec maps on the models.

EDIT: I thought I followed the directions pretty closely for specular mapping but here's what it ended up looking like in-game...
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Here are my PS layers. I've tried hiding and unhiding the bottom one, doesn't seem to make a difference.
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Specular is checked in the ZE Flags window, and I have RenderType at 4.

EDIT 2: Never mind - I guess I forgot to munge after I tried with the bottom layer enabled. Specular is in now. :) Onto the normal map.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby AceMastermind » Sun Nov 30, 2014 5:27 am

AT-DP
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I like the design, I had to model one. I don't know how far i'll take it beyond UVing though, i'm getting tired of working on it.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Anakin » Sun Nov 30, 2014 6:02 am

WOW that's looking awesome

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby thelegend » Sun Nov 30, 2014 10:31 am

Back from the deaths and now with a new asset I will upload then I`ll get the zetools working again.

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I still need to retexture some parts.
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Still need to edit the hair.
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Can you guess from which game I have remodeled him?

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby jedimoose32 » Sun Nov 30, 2014 6:01 pm

That looks good, though I'm not familiar with TEW.

I'll share a little project I started and completed on Friday afternoon. It's an ammo crate for my current mod project (to replace the default white and red ammo drops).

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby thelegend » Mon Dec 15, 2014 6:23 am

Looks nice.

I am gonna try to create a Pirates of the Caribbean Mod for Bf2. Since yesterday I've been working on the Flying Dutchman from the movies: Dead Man's Chest and At World's end.
Here some preimages of the main chunk:

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby THEWULFMAN » Mon Dec 15, 2014 12:00 pm

>Pirates of the Caribbean Mod for Bf2

Well then. Definitely gonna have to keep an eye on that won't we.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby jedimoose32 » Mon Dec 15, 2014 1:20 pm

That's pretty incredible. Nicely done.

Edit: Just finished this beauty today.
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Edit: added a hide tag to keep things tidy
Last edited by jedimoose32 on Mon Dec 15, 2014 5:54 pm, edited 1 time in total.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby thelegend » Mon Dec 15, 2014 5:39 pm

Wow. Looks incredible. Well done. Also great usage of the glowing.

Got the Flying Dutchman finished. I still need to add some chests, barrels, other props and also have to change some textured parts:

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Divided the ship into two parts for this image to see how it looks inside.
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Re: SWBF Series Model Showcase Thread 5th Edition

Postby jedimoose32 » Mon Dec 15, 2014 5:50 pm

O-O Oh my. That's exciting! Edit: So it looks like you're modelling the interior of the Dutchman as well... is your intent to make the whole ship accessible for fighting? /edit

Here's the little scout brother of the fighter I posted above. It's about 2/3 the size of the fighter.
Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Marth8880 » Mon Dec 15, 2014 8:40 pm

It's a good start, but it doesn't look anywhere near complete. There's TONS of details missing, like holes for cannons, a proper-looking ship wheel, and just SO much woodwork. I understand Battlefront II isn't particularly optimized for the insane amount of polygons required for 100% detail, but there's a LOT more that could be done, especially on the interiors. They're supposed to look extremely waterlogged and lived-in! Right now, the ship just looks like an ordinary pirate ship except for the "teeth" on the ship's nose, but the Flying Dutchman is the least thing from ordinary! It's so unique! Look at these!

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Additionally, I feel like the ship's scale is too small, but I can't be sure. If so, it should probably be scaled up by a factor of maybe 1.25 or so. (Only the ship itself, though, not the ship wheel, and obviously you'll want to adjust the amount and size of the staircase steps.)

Great video clip for ship references: https://www.youtube.com/watch?v=OttnVhmQmQE#t=22

Oh, and please, please, PLEASE replace that wood texture. :u Here's a good one: http://www.cgtextures.com/texview.php?i ... bc5pbkcd10

Again, your model is a great start, but you have quite a way to go before it has the right look and feel of the Dutchman. :thumbs:

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby MileHighGuy » Mon Dec 15, 2014 8:48 pm

jedimoose32 wrote:O-O Oh my. That's exciting! Edit: So it looks like you're modelling the interior of the Dutchman as well... is your intent to make the whole ship accessible for fighting? /edit

Here's the little scout brother of the fighter I posted above. It's about 2/3 the size of the fighter.
Hidden/Spoiler:
Image


i really like these two ships. Did you come up with them or are they from something? Very sleek.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby jedimoose32 » Mon Dec 15, 2014 9:27 pm

Thanks. I came up with them, although I leaned heavily on a handful of references, such as real life fighter jets. :)

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby thelegend » Tue Dec 16, 2014 5:27 am

Marth8880 wrote:It's a good start, but it doesn't look anywhere near complete. There's TONS of details missing, like holes for cannons, a proper-looking ship wheel, and just SO much woodwork. I understand Battlefront II isn't particularly optimized for the insane amount of polygons required for 100% detail, but there's a LOT more that could be done, especially on the interiors. They're supposed to look extremely waterlogged and lived-in! Right now, the ship just looks like an ordinary pirate ship except for the "teeth" on the ship's nose, but the Flying Dutchman is the least thing from ordinary! It's so unique! Look at these!

Hidden/Spoiler:
Image

Image

Image

Additionally, I feel like the ship's scale is too small, but I can't be sure. If so, it should probably be scaled up by a factor of maybe 1.25 or so. (Only the ship itself, though, not the ship wheel, and obviously you'll want to adjust the amount and size of the staircase steps.)

Great video clip for ship references: https://www.youtube.com/watch?v=OttnVhmQmQE#t=22

Oh, and please, please, PLEASE replace that wood texture. :u Here's a good one: http://www.cgtextures.com/texview.php?i ... bc5pbkcd10

Again, your model is a great start, but you have quite a way to go before it has the right look and feel of the Dutchman. :thumbs:


I am going to add more details on the ship. I have had problems with the up or downstairs collisions. The whole ship is divided into 3 main chunks. But I think I can add more detail on some parts if they are separately add able.
I will also add the canon holes on the first deck. But below this deck there's no interoir. I thought adding the canons as auto turrets might look better.
I always appreciate your tips on my models, because you are one of the best model designer I know. So thanks for the tips.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Marth8880 » Tue Dec 16, 2014 5:37 am

No problem, and thanks. :)

Regarding collision, are you using collision meshes or collision primitives that you created, or neither?

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby thelegend » Tue Dec 16, 2014 5:51 am

I added collision primitives, but moved some points so they fit in well to the stairs. I only added the collision to the stairs, the other parts of the ship, from the bug to heck; their collisions work fine.

Edit: Thanks to Marth for the link of the textures I got the final Flying Dutchman into the game.
This will be my last post with images about the model. I think I am going to start a WIP thread, when I finished the Black Pearl, other props and the characters..

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby ForceMaster » Tue Dec 16, 2014 10:42 am

I don't know if anyone has made something like this before, is the Dragonum's LAAT/c gunship modified with an AT-TE attached bellow, takeoff animations and vehicle dispenser, it works like flyer that can "drop" an walker, fully functional with path following for AI.

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Here is a short video that show how it works.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby thelegend » Tue Dec 16, 2014 11:16 am

Oh my...wow! Have never seen that before in battlefront 2. When I read your post I thought you was joking but..The video says everything. Good job and can't wait to see more about your flyer..walker....flying walker.

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