W.I.P. AT-M6

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 Raigiku » Tue Feb 06, 2018 4:32 pm

Redline wrote:
Anakin wrote:why don't you take a look at it on your own in EA SWBF2 Galactic assault on crait??

I've not the game and I can't afford it. I would be very thanksful if somebody could send me some from Swbf2 EA.

I've made a video showing the model in a 360º view. Hope it helps you! If you need more help I'll gladly provide you with more videos or screenshots. I can check all the models from EA BF2 if you need more references. I can even export them as .obj but I don't know if I can do that in GameToast.
https://www.youtube.com/watch?v=y3Q1jOF8gPg

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Redline » Tue Feb 06, 2018 6:40 pm

ggctuk wrote:
Redline wrote:There is no need anymore. I think I've seen enough reference models. Some of them do look different.

Anyway, I think I'm nearly done with the model.
I'm just not sure if Battlefront 2 can deal with a walker of 7000 triangles. I'm still trying to reduce them.

Here are the current results:

Hidden/Spoiler:
Image
Image
Image


What do you think? Any suggestions?


Looks great! The SWBF3 ATAT I ported was about 14K and it works just fine so a 7K model is fine.


Alright, then it will get more details.

Calrissian wrote:Amazing work so far! And yeah, the Zero Engine can handle a surprising amount of polygons. Will you be able to animate it?


Yes, I've some experience with animating. It will need five different animations. Stand position, forward, backward, left and right.

Raigiku wrote:I've made a video showing the model in a 360º view. Hope it helps you! If you need more help I'll gladly provide you with more videos or screenshots. I can check all the models from EA BF2 if you need more references. I can even export them as .obj but I don't know if I can do that in GameToast.
https://www.youtube.com/watch?v=y3Q1jOF8gPg


YES! Thanks a lot. This will help. Well, as longest you don't use the model for your own games without any permisson of the developer itself, you should be fine, I think.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Anakin » Wed Feb 07, 2018 4:29 am

don't forget to triangulate

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Redline » Sat Feb 10, 2018 5:39 am

Anakin wrote:don't forget to triangulate


Yes, yes don't worry. Just let me correct some details first.

However I've an very exciting Update to share with you guys.
The AT-M6 is doing a nice progress!
Now it has more details and it looks even more like a real AT-M6.
The legs still need to be a little bit bigger.

Anyway just take a look:
Hidden/Spoiler:
Image
Image
Image

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby ggctuk » Sat Feb 10, 2018 6:24 am

Looking pretty good! One change I might suggest though is that the rear feet need to be made shorter and they're more like squircle-shaped than circle-shaped.

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Redline » Sat Feb 10, 2018 10:07 am

ggctuk wrote:Looking pretty good! One change I might suggest though is that the rear feet need to be made shorter and they're more like squircle-shaped than circle-shaped.


The rear feet are the original AT-AT feet.
I've used the AT-AT model to create a whole new AT-M6.
Just the rear feet and some legs remained from the old one. The model itself is whole new.
I'm not sure, but which part of the rear feet do you mean?

Edit:

In addition, I've triangulated the AT-M6 and started to make the UV.
Hidden/Spoiler:
Image

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby ggctuk » Mon Feb 12, 2018 7:54 am

Redline wrote:
ggctuk wrote:Looking pretty good! One change I might suggest though is that the rear feet need to be made shorter and they're more like squircle-shaped than circle-shaped.


The rear feet are the original AT-AT feet.
I've used the AT-AT model to create a whole new AT-M6.
Just the rear feet and some legs remained from the old one. The model itself is whole new.
I'm not sure, but which part of the rear feet do you mean?

Edit:

In addition, I've triangulated the AT-M6 and started to make the UV.
Hidden/Spoiler:
Image


Neat! That UV looks good so far.

It's not a squircle after all, but the outer side of each foot where the toe protrudes should be flat. Basically this is the footprint:

Hidden/Spoiler:
Image


A small detail as well, but the hydraulic tube that's on the inside of each of the rear legs also should go on the back of each leg:

Hidden/Spoiler:
Image


(For good measure I've also highlighted where the 'flat' bit on the foot is)

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Re: SWBF Series Model Showcase Thread 5th Edition

Postby Redline » Sat Feb 17, 2018 9:20 am

ggctuk wrote:
Redline wrote:
ggctuk wrote:Looking pretty good! One change I might suggest though is that the rear feet need to be made shorter and they're more like squircle-shaped than circle-shaped.


The rear feet are the original AT-AT feet.
I've used the AT-AT model to create a whole new AT-M6.
Just the rear feet and some legs remained from the old one. The model itself is whole new.
I'm not sure, but which part of the rear feet do you mean?

Edit:

In addition, I've triangulated the AT-M6 and started to make the UV.
Hidden/Spoiler:
Image


Neat! That UV looks good so far.

It's not a squircle after all, but the outer side of each foot where the toe protrudes should be flat. Basically this is the footprint:

Hidden/Spoiler:
Image


A small detail as well, but the hydraulic tube that's on the inside of each of the rear legs also should go on the back of each leg:

Hidden/Spoiler:
Image


(For good measure I've also highlighted where the 'flat' bit on the foot is)


Cool, that someone has put this into a single thread.
Anyway I've already corrected this detail and after I've corrected the detail, I got an idea what you've meant. lol

In addition, the UV map of the AT-M6 will still need some extra working time

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Re: W.I.P. AT-M6

Postby Lorul1 » Thu Feb 22, 2018 4:13 pm

Dude this is amazing !!! excellent job !!! If you don’t plan on just using the default AtAt animation - My only suggestion would be to animate it slow and menacing. What I would do is look off the animation of EA’s battlefront 2 and base yours off that (and I’m not just saying that because I’m remaking that game in bf2 and want you to mimic them) but I say that because.

Spoiler for the last Jedi:
Hidden/Spoiler:
the only cannon movement we get to see if the ATm6 is in battlefront 2 EA , as the atm6 didn’t really move that much in the movie

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Re: W.I.P. AT-M6

Postby Redline » Wed Mar 07, 2018 1:58 pm

Lorul1 wrote:Dude this is amazing !!! excellent job !!! If you don’t plan on just using the default AtAt animation - My only suggestion would be to animate it slow and menacing. What I would do is look off the animation of EA’s battlefront 2 and base yours off that (and I’m not just saying that because I’m remaking that game in bf2 and want you to mimic them) but I say that because.

Spoiler for the last Jedi:
Hidden/Spoiler:
the only cannon movement we get to see if the ATm6 is in battlefront 2 EA , as the atm6 didn’t really move that much in the movie

Thanks, the model looks so much better now.

Anyway I was playing with this thought too and I'm still not sure if it shall get a brand new animation or the AT-AT's animation.
If I'm correct the front legs animation is a bit different compared to the AT AT animation or?
Maybe I should take another look at EA's Battlefront 2.

Wait, the cannon does move? I've thought it has just a recoil.

In Addition, I want to share my current UV Map with you guys and I would like to know what you guys think.
The place is limited and if I do not lay them over each over, I've to make more textures.
That will be unavoidable.
I just want to know if it's already a good UV Map or not and what I could do better.
I'm trying my best to create the most clear UV map as I can.

The results so far are here:
Hidden/Spoiler:
Image

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Re: W.I.P. AT-M6

Postby ggctuk » Wed Mar 07, 2018 2:01 pm

The AT-M6 does indeed have a different front leg animation. Whereas the AT-AT walks more like a camel or an elephant the AT-M6 walks more like a gorrila. The front legs on the AT-AT bend frontwards (as shown on the stock model) whereas the AT-M6's front legs bend backwards. Its rear legs, however, bend identically to the AT-AT's.

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Re: W.I.P. AT-M6

Postby Calrissian97 » Wed Mar 07, 2018 8:21 pm

UV map looks well organized. I'm liking it so far! And yeah, I think a new animation would probably be best.

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Re: W.I.P. AT-M6

Postby ggctuk » Fri Mar 16, 2018 10:14 am

Don't know if this could be useful for you or not. It's a short featurette on the walker (the full version will likely be on the blu-ray)


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Re: W.I.P. AT-M6

Postby Redline » Tue Mar 20, 2018 12:27 pm

ggctuk wrote:Don't know if this could be useful for you or not. It's a short featurette on the walker (the full version will likely be on the blu-ray)



The models look very different compared to the final AT-M6 models.
Well, it's a design phase so I don't wonder.

Nevertheless I think the video shows up some hidden details which I haven't seen before.

If you do wonder what's the current status of the model itself, well, it hasn't moved so fast in progress now, because I've to do some study stuff and so it's slowed down the progress.
So please understand, I'll finished it, but it will need more time, because of private life.

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Re: W.I.P. AT-M6

Postby Calrissian97 » Tue Mar 20, 2018 2:51 pm

I totally understand. I'm simply modding in my free time as a college student. Things can get busy every once and awhile but you can't really be blamed for having a life offline.

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