SWBF Series Model Showcase Thread 5th Edition
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- Jedi
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Re: SWBF Series Model Showcase Thread 5th Edition
holy crap! that is amazing! you should make a horse next, it would be awesome!
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Re: SWBF Series Model Showcase Thread 5th Edition
ForceMaster, pls. Stahp.
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- Sith
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Re: SWBF Series Model Showcase Thread 5th Edition
OMG. It's living! You got a living walker! That's just incredible. I just love all of your models. You...and that's not a joke but YOU must work on the next battlefront with Dice. I mean I have never seen something like that before. You and some others are so talented that you may be able to recreate a completely new Battlefront on a completely new or different engine.
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Re: SWBF Series Model Showcase Thread 5th Edition
That is by far the most impressive custom asset (in terms of production value and uniqueness) anybody has made for Battlefront up until this point. Very, very good work.
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Re: SWBF Series Model Showcase Thread 5th Edition
Here are some screenshots of my new and last project in this year. It will be a total conversation of Coruscant. There will be a lot of modeled sights, buildings and more. But first I started with the main parts of the map. There are still no skyscrapers, or any other buildings. Except the Chancellor Building. It will be fully detailed with rooms and corridors etc. I also just finished the bridges which connects the "islands" eachother.
And here is almost everything as a wireframe:
I hope you like it. The next would be to recreate the Senate Building.
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- Field Commander
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Re: SWBF Series Model Showcase Thread 5th Edition
I made a Senate building recently. It's fully textured and everything. However, it's made to just be a background prop (looks best from a distance, only viewable from a certain range of angles). If you're interested PM me, but if you want troops to be up close and able to walk into the building and everything then this might not be the model for you.
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Re: SWBF Series Model Showcase Thread 5th Edition
Thank you for the offer but my senate building will be 3dimensional and also will include an interoir.
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- Field Commander
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Re: SWBF Series Model Showcase Thread 5th Edition
No worries, just thought I'd mention it. Your model looks great so far by the way.
Edit: Don't you get any weird UV stretching in-game? Your polys are huge compared to the textures.
Edit: Don't you get any weird UV stretching in-game? Your polys are huge compared to the textures.
- Anakin
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Re: SWBF Series Model Showcase Thread 5th Edition
That looks really great. I cannot wait to see more. But please notice:
- don't make the map too big,
- please use stock units and add some era support (dt, bfx, rc,...)
- i would love too see some details from the movie (maybe yodas escape route from ep3)
- i'd love to see flyable plattforms in the rotunde
- don't make the map too big,
- please use stock units and add some era support (dt, bfx, rc,...)
- i would love too see some details from the movie (maybe yodas escape route from ep3)
- i'd love to see flyable plattforms in the rotunde
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Re: SWBF Series Model Showcase Thread 5th Edition
Unfortunately yes. I got some texture bugs. I should add more edges to the models so the polygon areas would be smaller at all.jedimoose32 wrote:
Edit: Don't you get any weird UV stretching in-game? Your polys are huge compared to the textures.
Because of the Senate Building. Here's a picture of it. I just got the half interoir finished.
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- 2nd Lieutenant
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Re: SWBF Series Model Showcase Thread 5th Edition
Tried doing my first kitbash/3D model ever and this is what I got! Not entirely finished, but please tell me what you think!
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Re: SWBF Series Model Showcase Thread 5th Edition
I can't believe I'm necroing the Model Showcase thread!
Here's my WIP Yuuzhan Vong warrior in ZBrush. I'm getting the basic shape under control in ZBrush before exporting to Softimage and then toning down (waaaaay down) the poly count.
Here's my WIP Yuuzhan Vong warrior in ZBrush. I'm getting the basic shape under control in ZBrush before exporting to Softimage and then toning down (waaaaay down) the poly count.
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Re: SWBF Series Model Showcase Thread 5th Edition
This looks great! I recently downloaded Sculptris and can't believe how simple it is to create detailed models.jedimoose32 wrote:I can't believe I'm necroing the Model Showcase thread!
Here's my WIP Yuuzhan Vong warrior in ZBrush. I'm getting the basic shape under control in ZBrush before exporting to Softimage and then toning down (waaaaay down) the poly count.
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- Anakin
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Re: SWBF Series Model Showcase Thread 5th Edition
I'm sure here is the better location for this:
Klick for higher resolution
I'm looking for someone, who can make the texture for me. I'm really bad with that.
==EDIT==
Made some progress on the backpack
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I'm looking for someone, who can make the texture for me. I'm really bad with that.
==EDIT==
Made some progress on the backpack
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- giftheck
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Re: SWBF Series Model Showcase Thread 5th Edition
Okay, as I said I would, here's my Stormtrooper:
And here's the wireframe:
This sits at 4774 polys. Basically, I ran a mesh smoother on some of the mesh parts to make them more rounded then manipulated those parts to get the desired effect. Also, based on my porting of the SWBFEA Stormtroopers, I actually broke the model down and re-UVed the textures. So this can actually be duall-mapped. It has a total of five textures - body glove, lower body, upper body, helmet and the hand texture is from the FPM model.
ATM, I'm also working on a Sandtrooper variant using the gear from the SWBFIII model (slightly modified though I might add) but I noticed the right shoulder does clip through the pauldron. I noticed this happens on the stock pauldrons too so I'm guessing there's no real way around it. I'm also trying to figure out how to create shadowvolumes from the completed model: I'm assuming I want to make some sort of duplicate, reduce the polys and strip the shadow volume of its texture.
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ATM, I'm also working on a Sandtrooper variant using the gear from the SWBFIII model (slightly modified though I might add) but I noticed the right shoulder does clip through the pauldron. I noticed this happens on the stock pauldrons too so I'm guessing there's no real way around it. I'm also trying to figure out how to create shadowvolumes from the completed model: I'm assuming I want to make some sort of duplicate, reduce the polys and strip the shadow volume of its texture.
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Re: SWBF Series Model Showcase Thread 5th Edition
I was looking around for a good texture tutorial and played a bit around with XSI.
You thought this guy is high polyed??
How much can BF handle?? Who want's to give it a try
You thought this guy is high polyed??
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- Luke
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Re: SWBF Series Model Showcase Thread 5th Edition
How many Polys are that? 1 million?
I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
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Re: SWBF Series Model Showcase Thread 5th Edition
Jeez, that's beatiful! How many polys is it Luke?Luke wrote:How many Polys are that? 1 million?
I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
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Re: SWBF Series Model Showcase Thread 5th Edition
Impresive...most impressive...I love itLuke wrote:How many Polys are that? 1 million?
I found this TCW LAAT/i Gunship model on my PC. I don't know exactily where it's from, but I think it's from the CWA assets. I created shadowvolume an collision for it and brought it into Battlefront II.
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- Luke
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Re: SWBF Series Model Showcase Thread 5th Edition
I think it was around 7K for the main body, 2K for the collision and around 500 for the shadow volume
The original model had more polys, but I deleted unnecessary details to save resources and improved the model at some places.
The original model had more polys, but I deleted unnecessary details to save resources and improved the model at some places.