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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thelegend
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by thelegend »

Looks really nice willinator.

Here's the whole Black Pearl Crew+two of the Flying Dutchman.
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ForceMaster
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

These characters are awesome! specially David Jones :thumbs:

Here is an WIP, anims ingame are working 100% with 8 legs.

Republic AT-OT.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Anakin »

Looks great. I really like your work on SWBFII :D
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Deviss »

ForceMaster wrote:These characters are awesome! specially David Jones :thumbs:

Here is an WIP, anims ingame are working 100% with 8 legs.

Republic AT-OT.
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woooow!! amazing!!
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by AceMastermind »

@ForceMaster
That looks incredible, nice work!
How long did it take you to model this? I never could find enough detailed reference images to make one that I was happy with.
I see a lot of darkness in your wireframe image, what is the poly count for this model?
Do you find it easier to work with triangles than quads?
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ARCTroopaNate »

So like... A fully functional 8 legged walker for Star Wars Battlefront II...

*Faints*
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

Thanks guys!

Here is an short video that show how work the anims.
AT-OT ingame

Now, I have a doubt about the legs order, I mean, these walker must walk like an AT-AT but with two legs per step?

In this pic the legs looks like pairs, and, in the movie, I can not see clear the animation.
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Some help?
AceMastermind wrote:How long did it take you to model this? I never could find enough detailed reference images to make one that I was happy with.
I see a lot of darkness in your wireframe image, what is the poly count for this model?
Do you find it easier to work with triangles than quads?
I've started the modeling one month ago. SOme pics that i have seen in the web for reference:
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Actually, over 29,000 triangles, (The game doesn't like it, some parts looks weird), I will make a new (low poly) model for the upper legs parts, these are the dark zones in the pic.

About triangles and quads, well, I like work with quads, splitting it when I need triangles.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by AceMastermind »

Cool, yeah i've seen those images, but most weren't online 6 years ago when I attempted to model one. They still don't accurately depict how the front guns are attached or how the underside of the body is constructed though.

I asked about the triangles because I saw that your whole model was triangulated. I just can't imagine how it would be easier to manipulate and UV triangulated objects over quads, and at 29k tris i'm surprised the exporter didn't choke on it. Nice work painting the texture as well.

I'm not exactly sure how each leg is supposed to move, i'll have to watch Ep3 again to see, but i'd say what you have there will work just fine.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

Thanks Ace, the texture is the same from te default AT-TE.

Here is the final result:

AT-OT ingame pics:
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In XSI:
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Walking animation (gif from render frames, not ingame):

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These walk cycle works better for me than the last.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Anakin »

That's looking very very great. I hope there will be some good maps using this vehicle.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by thelegend »

:eek:
Wow! I am absolutely speechless. That's looking so awesome. Will it be able to transport clone trooper up to 8? I know that's the passenger limit in swbf 2.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

Yes, but I think that there is not a sit anim pose for passenger in the default animbank, so it need a new animbank. Also, the code for use the unit as turret will be usefull for it.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by TWINKEYRUNAWAY »

This is very impressive, wish you the best of luck on this project. Maybe one day we will see a spider droid or crab droid with as fluid animation as this.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

TWINKEYRUNAWAY wrote:This is very impressive, wish you the best of luck on this project.
Thanks my friend, I will finish it soon.

There is other project: Tsmeu-6 personal wheel bike (General Grievous bike)

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more pics...
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Here is a short video of ingame testing.
http://www.mediafire.com/watch/m1ad5i1z ... e_test.mp4
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Yes, I like SW WALKERS!!!! :funny2:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Anakin »

very very nice work.
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i like you like SW walkers :D
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by Marth8880 »

Your models have a real knack for looking incredible! :thumbs: I feel like the max speed should be increased, though. :o
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by thelegend »

Incredible. Just incredible.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by JazzMaster »

Jeez Forcemaster, all your modeling and animation skills are amazing. I love the detail of the texture on the wheel bike.
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by GAB »

Beautiful work ForceMaster. I think you definitely are one of those rare talents that occasionally pop up and gifts this game and the community with some outstanding work. :yes:
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Re: SWBF Series Model Showcase Thread 5th Edition

Post by ForceMaster »

Thanks to all for the congrats! I love the modding! :funny2:

Of course, can not leave to do the varactyl if I do the wheel bike... :lol:

Utapau Varactyl (Obiwan's reptilian mount, "Boga")

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Modeling in Sculptris and animated in Softimage. The pilot pose is a custom anim for this vehicle and the Varactyl anims look almost "mechanized", due the animation walk cycle for walkers.

Here is a short video of ingame testing.

http://www.mediafire.com/watch/z1ucvdwz ... e_test.mp4
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