Improving theed palace model

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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Improving theed palace model

Postby Lorul1 » Tue Feb 27, 2018 9:02 pm

So I know that I can do this to make my model look better : http://www.gametoast.com/viewtopic.php?p=466539#p466539

But which one do you guys think will best suit my theed palace recreation from EAs battlefront 2 ?
The palace floor looks like it’s made of marble so it’s kinda glossy. what should I do with my model to acheaive this look.

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Re: Improving theed palace model

Postby Calrissian97 » Tue Feb 27, 2018 9:35 pm

I'm partial to rendertype 28. Using specular maps and normal maps (bumps will do too). You could also try to envmap the floor for that glossy reflective look.

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Re: Improving theed palace model

Postby AQT » Wed Feb 28, 2018 11:47 pm

I would use specular only for the palace floor. Then make the floor semi-transparent. When using both specular and transparency, the alpha layer of your .tga will be interpreted as an alpha map for transparency instead of a specular map, so the strength of the specular can only be adjusted through the specular decay value.

Finally, copy the entire palace interior and turn it upside-down in order to create the same reflection effect used with certain Death Star hallways and even the rotunda from stock Naboo.

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Re: Improving theed palace model

Postby Lorul1 » Thu Mar 01, 2018 3:39 am

Okay I will look into these (: thanks for the suggestions guys.

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