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.
Redline wrote:I'm currently modifing the AT-AT to an AT-M6 from the last of the jedi!
I've started today and after 1 hour of work I'm getting closer and closer.
AT-M6
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Looking good so far! Will you alter its animations too? Those front 'legs' are more like arms so they should bend the other way.
Redline wrote:I'm currently modifing the AT-AT to an AT-M6 from the last of the jedi!
I've started today and after 1 hour of work I'm getting closer and closer.
AT-M6
Hidden/Spoiler:
Looking good so far! Will you alter its animations too? Those front 'legs' are more like arms so they should bend the other way.
That's the question. I'm much further in progress now and I'm trying to catch as much details as I can.
I'm actually going to try to reconfigurate the AT-ATs animation on the AT-M6.
The front legs will be updated soon and I know the legs are fixed at the main body.
ggctuk wrote:I think the issue with the stock texture is that it isn't very detailed. You might need to ask for some new textures.
If someone wants to make a texture for it, then feel free to make one.
I would be happy.
Of course, the creator of the texture will be mentioned in the credits.
Wrong!! Absolutely WRONG!!! Before you ever start with the texture you need a good UV. Every time you start with the texture and move your UVs to fit the texture will result in big garbage.
You start with the UVs. Place them in a way that they fit to each other relative to their size on the object. DO NOT lay two or more UVs over each other just because they should get the same texture (for example left/right side) You won't be able to make different damage to the left/right side and you cannot generate the ambient occlusion.
So after you have your UVs you make a plain white texture, and print the UVs on it. In gimp/paint.net/PS you remove the background from that layer, so you only have the strips. next you can do a basic texture without any details. It can be a simple grey one. Generate the ambient occulsion in XSI, put that in a new layer and set the blender mod to multiply. Now you have a clean basic texture you can work with.
Continue with painted conture lines, scratches, damage, color,.. play a bit around with colors and blend mods.
Anakin wrote:Wrong!! Absolutely WRONG!!! Before you ever start with the texture you need a good UV. Every time you start with the texture and move your UVs to fit the texture will result in big garbage.
You start with the UVs. Place them in a way that they fit to each other relative to their size on the object. DO NOT lay two or more UVs over each other just because they should get the same texture (for example left/right side) You won't be able to make different damage to the left/right side and you cannot generate the ambient occlusion.
So after you have your UVs you make a plain white texture, and print the UVs on it. In gimp/paint.net/PS you remove the background from that layer, so you only have the strips. next you can do a basic texture without any details. It can be a simple grey one. Generate the ambient occulsion in XSI, put that in a new layer and set the blender mod to multiply. Now you have a clean basic texture you can work with.
Continue with painted conture lines, scratches, damage, color,.. play a bit around with colors and blend mods.
Thanks, I'll do so.
Anyway, I've updated the AT-M6.
Triangles are reduced to 6359 and the head is more detailed now:
looks really nice, but you should care about triangulating.
for example you should add the red edges and decide whether you need the green or yellow once. Most things (planar polygons) can be auto triangulated. But i at the "chin" i see parts that will look different depending on the way you triangulate.
Anakin wrote:looks really nice, but you should care about triangulating.
for example you should add the red edges and decide whether you need the green or yellow once. Most things (planar polygons) can be auto triangulated. But i at the "chin" i see parts that will look different depending on the way you triangulate.
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I'll but some details still missing. So does anybody know how the AT-M6 looks from below? I've just found pictues of the front, side and back view.
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.
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:
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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.
Last edited by giftheck on Tue Feb 06, 2018 4:20 pm, edited 1 time in total.