SWBFGamers

Modding for the Original SWBF1 and SWBF2 => 3D-Modeling, Animation and Texturing => Topic started by: Giftheck on August 23, 2017, 07:22:10 AM

Title: WIP Model Showcase Thread
Post by: Giftheck on August 23, 2017, 07:22:10 AM
I thought this would a thing to do, because it saves this section from cluttering with a ton of WIP threads.

Much like the 'Skins Showcase' thread, this is a place you can show what models you're working on. I'll start off:

Would anybody find a use for a 2-M Saber-Class Tank:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwmxtxhG.jpg&hash=6269071960995c8970db3da6a317e62421031479)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ff61JqHB.jpg&hash=2aee004c8f05af0207d487f90e9617520164c5fd)

The main body is the stock IFT-T. The actual turret itself is modified from the Star Wars Commander 2-M Tank (which carries Disney's EULA regarding user content).

I'm just thinking of what weapons the main driver could get.
Title: Re: WIP Model Showcase Thread
Post by: RepComm on October 09, 2017, 10:06:55 PM
Well, I'm not showcasing my own model by any means.. It's just the stock imp_inf_scout.msh
The cool part is.. It's rendering in my browser tool after beginning it yesterday! Woooooooo!
Title: Re: WIP Model Showcase Thread
Post by: Ginev on October 10, 2017, 02:19:54 AM
RepComm this is really cool.What is the purpose of your program?Is this just model viewer or editing program of some sort?
Title: Re: WIP Model Showcase Thread
Post by: RepComm on October 10, 2017, 08:31:22 AM
My intentions are to at least make a map editor in the browser, but I realize it may be a task bigger than I can handle, so I'm not making promises. I'm using three.js (https://threejs.org) to render everything, and I'm building a plugin system that is currently functional (the actual render code is all in a demo plugin), and I'm writing functional User Interface API (the sky editor is a plugin using the widget manager).

Its still extremely early in development, but you can run/edit/fork the project on GitHub: https://GitHub.com/RepComm/bfsdk
It's the same code that in working on, so you could consider all code 'bleeding edge'

The really neat part is that it's all html/css and JavaScript, so in theory it should work on any device with a modern browser capable of html5.

Edit- Link to project will be up again this afternoon, don't worry.
Edit- Link is up, same url applies.
Title: Re: WIP Model Showcase Thread
Post by: SleepKiller on October 10, 2017, 05:56:11 PM
Quote from: RepComm on October 10, 2017, 08:31:22 AM
My intentions are to at least make a map editor in the browser, but I realize it may be a task bigger than I can handle, so I'm not making promises. I'm using three.js (https://threejs.org) to render everything, and I'm building a plugin system that is currently functional (the actual render code is all in a demo plugin), and I'm writing functional User Interface API (the sky editor is a plugin using the widget manager).

Its still extremely early in development, but you can run/edit/fork the project on GitHub: https://GitHub.com/RepComm/bfsdk
It's the same code that in working on, so you could consider all code 'bleeding edge'

The really neat part is that it's all html/css and JavaScript, so in theory it should work on any device with a modern browser capable of html5.
That's pretty darn cool, even if it doesn't do much at this stage. Feel free to hit me up if you get to the point where you want help or advise with any of the file formats (raw or munged).
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 01, 2017, 06:22:56 AM
As the Wii version of TFU is now able to have its models ripped, I ported the Jump Trooper and the Stormtrooper (and may do the 501st and Heavy Troopers at some stage).

[spoiler](https://i.imgur.com/T7bw9K9.jpg)
(https://i.imgur.com/5X6Ry7U.jpg)
(https://i.imgur.com/3Xekjnt.jpg)[/spoiler]

The Stormtrooper, Sandtrooper and Stormtrooper with Pauldron (I didn't show the Stormtroopers with just the pauldron, or just the backpack attachments) are all override texture-compatible. I've already done a Shocktrooper skin, I'm going to include the Shadowtrooper skin and do an Incinerator Trooper skin as well.

I just have to tweak the envelope and the hp_fire positions a bit then these are ready for release. They're a little high-poly for SWBF1 (sitting over 2000 tris) though it it highly possible to reduce polys on these to make them more compatible. They're good for SWBF2, though.
Title: Re: WIP Model Showcase Thread
Post by: SleepKiller on November 01, 2017, 06:36:31 AM
Quote from: Gistech on November 01, 2017, 06:22:56 AM
I just have to tweak the envelope and the hp_fire positions a bit then these are ready for release. They're a little high-poly for SWBF1 (sitting over 2000 tris) though it it highly possible to reduce polys on these to make them more compatible. They're good for SWBF2, though.
Wait, what? Isn't the stock Stormtrooper in SWBF1 over 2000 triangles anyway?

Also does this (http://www.swbfgamers.com/index.php?topic=12234.0) not actually work correctly as I thought it did?
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 01, 2017, 06:41:34 AM
Quote from: SleepKiller on November 01, 2017, 06:36:31 AM
Wait, what? Isn't the stock Stormtrooper in SWBF1 over 2000 triangles anyway?

The stock stormtrooper weighs in at 1651 polys without gear and 1877 with the sandtrooper gear, which is within the recommended 1500-2000 tris the documentation suggests.

In contrast the WiiFU stormtrooper is 2049, and the 'sandtrooper' version (which lacks the detpack and ammo packs at its sides) is 2158. The Jump Trooper is 2094. Not horrendously over, definitely workable but you still risk the whole low-res flip out.

Quote from: SleepKiller on November 01, 2017, 06:36:31 AMAlso does this (http://www.swbfgamers.com/index.php?topic=12234.0) not actually work correctly as I thought it did?

It does but it still produces the sliding animation issue (which you've said is currently not fixable), I haven't yet figured out which factor works best for it though.
Title: Re: WIP Model Showcase Thread
Post by: SleepKiller on November 01, 2017, 06:50:21 AM
Quote from: Gistech on November 01, 2017, 06:41:34 AM
The stock stormtrooper weighs in at 1651 polys without gear and 1877 with the sandtrooper gear, which is within the recommended 1500-2000 tris the documentation suggests.
Ah my mistake. I was basing my figure off what the munged model's LOD says, which must include all the degenerate triangles as well.

Quote from: Gistech on November 01, 2017, 06:41:34 AM
It does but it still produces the sliding animation issue (which you've said is currently not fixable), I haven't yet figured out which factor works best for it though.
Ah I see. I would start with a low one like 2 and work up from there. Whatever gets the player's model and a couple others around it rendering properly without sliding is what I would go for. Then you'll just have to accept that lowres switching around the player is a thing that will (like for the past 13 years) happen.
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 01, 2017, 06:52:25 AM
Quote from: SleepKiller on November 01, 2017, 06:50:21 AM
Ah my mistake. I was basing my figure off what the munged model's LOD says, which must include all the degenerate triangles as well.
Ah I see. I would start with a low one like 2 and work up from there. Whatever gets the player's model and a couple others around it rendering properly without sliding is what I would go for. Then you'll just have to accept that lowres switching around the player is a thing that will (like for the past 13 years) happen.

I'll definitely give that setting a go. If it works, I'll be using these Stormtroopers in Legacy instead of the modified stock ones. I just love how accurate they look despite them not being as high-poly as the PC TFU models.
Title: Re: WIP Model Showcase Thread
Post by: Newmodder on November 01, 2017, 08:54:26 AM
ggctuk, asprigin3dmod form facepunch here.

You should take the hands from the heavy trooper and replace the stormtrooper ones. Also just a question, why are you worried about the polygoncount?, you said the DICE stormtrooper's worked fine
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 01, 2017, 08:56:11 AM
Quote from: Newmodder on November 01, 2017, 08:54:26 AM
ggctuk, asprigin3dmod form facepunch here.

You should take the hands from the heavy trooper and replace the stormtrooper ones. Also just a question, why are you worried about the polygoncount?, you said the DICE stormtrooper's worked fine

I tested the DICE troopers in SWBF2, not SWBF. In SWBF, you're very limited by how poly-heavy a model can be.
Title: Re: WIP Model Showcase Thread
Post by: Newmodder on November 01, 2017, 12:56:10 PM
Just curious again, why use BF1?, its a great game but why not port the maps to BF2?, or is it a particle/graphical reason?, or you just want the map perfect like it is in 1?  8)
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 01, 2017, 01:08:18 PM
Quote from: Newmodder on November 01, 2017, 12:56:10 PM
Just curious again, why use BF1?, its a great game but why not port the maps to BF2?, or is it a particle/graphical reason?, or you just want the map perfect like it is in 1?  8)

Modding SWBF1 is a lot simpler than SWBF2, so there's that. Also, there are several things that SWBF1 has that SWBF2 doesn't (functioning disguise kits, grappling hooks, certain visual effects that just don't work in SWBF2 - Hence why people always have trouble porting Sereja's maps). Some of the maps don't look as good in SWBF2 either, and while all the stock maps have already been ported (but are in some cases inferior in visual quality) not all the mod maps have been, or indeed can be, ported over (again, the aforementioned Sereja maps). I like the idea of working within this game and keeping it alive as well. But overall, it's its simplicity that I find charming.

Though it is my intention, once I'm done, to bring what I've done to SWBF2.
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 03, 2017, 12:14:40 PM
Quote from: SleepKiller on November 01, 2017, 06:50:21 AM
Ah my mistake. I was basing my figure off what the munged model's LOD says, which must include all the degenerate triangles as well.
Ah I see. I would start with a low one like 2 and work up from there. Whatever gets the player's model and a couple others around it rendering properly without sliding is what I would go for. Then you'll just have to accept that lowres switching around the player is a thing that will (like for the past 13 years) happen.

Factor 2 works superbly with the models, so thanks for pointing that out! This new Stormtrooper looks gorgeous in my mod, and even the slightly-higher poly count units work great!
Title: Re: WIP Model Showcase Thread
Post by: RepComm on November 10, 2017, 03:40:28 PM
Heres two things: https://www.youtube.com/watch?v=MklaVvGwXw8
One is the track (a blender cube extruded along a path), and a cool plateau lounge.

Neither are done, I did it this afternoon showing my sibling how to mod. I think I'll probably just fix the graphical bugs, add a few rings and props that look racy, and release it for a racing map. I'll definitely look into faster speeders, since they seem a little slow.
Title: Re: WIP Model Showcase Thread
Post by: LitFam on November 10, 2017, 05:17:28 PM
Looks fun! Are you considering putting objects on the track?
Title: Re: WIP Model Showcase Thread
Post by: Cdt Fox on November 30, 2017, 09:43:06 PM
Here is a shot of my current last port:

[spoiler](https://i.imgur.com/XV3IYXS.jpg)[/spoiler]

It has almost 60k triangles;

It is coming along nicely, it will be introduced for Battlefront Ultimate Commander.
Title: Re: WIP Model Showcase Thread
Post by: LitFam on December 01, 2017, 05:44:40 AM
That looks awsome  :moo: can't wait to see more progress!
Title: Re: WIP Model Showcase Thread
Post by: Cdt Fox on December 01, 2017, 11:43:10 AM
Thx :)
Here is the baby; fully operational. I was forced to add these beams-laser balls from the Republic Gunship due to balancing issues. They are from Free Radical's LAAT/i. I'll try to find a way and remove them. Space balance isn't that easy.

[spoiler](https://i.imgur.com/UUBYAx0.jpg)
(https://i.imgur.com/0iSwuNv.jpg)[/spoiler]
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on December 01, 2017, 12:08:21 PM
Quote from: Cdt Fox on December 01, 2017, 11:43:10 AM
Thx :)
Here is the baby; fully operational. I was forced to add these beams-laser balls from the Republic Gunship due to balancing issues. They are from Free Radical's LAAT/i. I'll try to find a way and remove them. Space balance isn't that easy.

[spoiler](https://i.imgur.com/UUBYAx0.jpg)
(https://i.imgur.com/0iSwuNv.jpg)[/spoiler]

Looking pretty good there! And yeah, the gunship did look like it was missing something.
Title: Re: WIP Model Showcase Thread
Post by: Cdt Fox on December 01, 2017, 01:00:24 PM
Quote from: Gistech on December 01, 2017, 12:08:21 PM
Looking pretty good there! And yeah, the gunship did look like it was missing something.

But actually it feels a little bit weird, Free Radical designed the model without these laser turrets. I would love to remove them but i don't know by what i can replace them. I tried heavy weapons for the main blasters, other proton missiles/torpedoes and still not. The rebel side is loosing most of the time.

Or maybe by default they loose? It will certainly remain that way until i find a fix. I'm open if anyone has ideas.  :)
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on December 01, 2017, 01:35:54 PM
Been working on an 'improved' E-5S sniper rifle, inspired heavily by the new Battlefront.

(https://i.imgur.com/s4CuS2h.jpg)
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on December 06, 2017, 10:04:21 AM
Some minor improvements to my A280 model. I spent most of the day remodelling part of the scope (the front 'shroud') to be more 3D, and once I had done that, I also added some more model detail to the main body.

Old:

[spoiler](https://i.imgur.com/ynORVo9.jpg)[/spoiler]

New:

[spoiler](https://i.imgur.com/37up74h.jpg)
(https://i.imgur.com/h0SzKop.jpg)
(https://i.imgur.com/IcHFc5T.jpg)[/spoiler]

I've also, as a result, modified my A280-CFE to account for the changes made to the receiver on this model. It also made me go back and redo the scope on my A280C, DLT-19X and DLT-20A as well.
Title: Re: WIP Model Showcase Thread
Post by: ModelJawa on August 04, 2018, 10:48:34 AM
Hey guys!

Made this R2D2 model today. Not 100% accurate, but I am pretty happy with it.  :cheers:

(https://u.cubeupload.com/modeljawa/r2d2.png)
Title: Re: WIP Model Showcase Thread
Post by: Led on August 04, 2018, 11:11:20 AM
Nice   :cheers:
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on August 04, 2018, 11:12:57 AM
That looks really cool! Good job!  :tu:
Title: Re: WIP Model Showcase Thread
Post by: ModelJawa on August 04, 2018, 01:35:19 PM
Thanks! I might release it tomorrow or in a few days. Gotta make a low resolution version and a shadow model.
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on November 29, 2018, 01:26:08 AM
Just a little something I threw together. The barrel and scope is from Sereja's EE-3 model but I modeled the grip and body anew based on the EA EE-4 render.

(https://i.imgur.com/kQEqXkw.jpg)

I'm at uni right now so I don't have a wireframe to show you guys. I've sent Sereja a message asking if it's okay for me to release this publicly - as it's part his model I don't want to just assume (even if his readme says 'use them as you wish')
Title: Re: WIP Model Showcase Thread
Post by: Borono on January 04, 2019, 08:53:55 PM
Wooooowww!!!!!!! All models are fantastic  :tu:
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on August 15, 2020, 05:37:45 AM
Long time no post! Here's my next model! I'm now using Maya to model and Substance Painter to texture. This is my own DH-17 pistol model.

(https://i.imgur.com/Xt5kNYU.png)
Title: Re: WIP Model Showcase Thread
Post by: Giftheck on August 30, 2020, 03:23:11 AM
WIP silo model for Scarif, based on the model from SWBF2015. *II've modelled the high poly above, used that to make the mid poly (which will be the one I use ingame) and I'll be texturing this in Substance.

High poly:

(https://i.imgur.com/YPXTSxf.png)

Mid poly:

(https://i.imgur.com/e6Q7hOz.png)
Title: Re: WIP Model Showcase Thread
Post by: Unit 33 on March 08, 2024, 03:44:43 AM
baby's first kitbash

thanks to TY for figuring out my error

I like the less 'uniform' rebels we've seen in SW media since Rogue One and the first EA Battlefront.
I'm hoping to throw together a few similar kitbashes that give stock Rebel models a few new heads.

(https://i.imgur.com/ZMUOL02.jpeg)
Title: Re: WIP Model Showcase Thread
Post by: wsa30h on March 08, 2024, 03:36:52 PM
very nice :cheer:
Title: Re: WIP Model Showcase Thread
Post by: Led on March 08, 2024, 06:38:13 PM
Oh man, unit 33 is back in the game   :cheers:

Maybe I have to do something...I seem to recall needing to make a tutorial for something  :whistle:
Title: Re: WIP Model Showcase Thread
Post by: Unit 33 on March 09, 2024, 09:47:09 AM
thanks guys!

nearly got this kitbash working and it went very wonky in-game.
I even managed to get all the UV onto a singular 512x512 targa (which took a good while)!

I'm going try some more SchMEe. Not sure how to introduce 'new' msh objects for the purposes of kitbashing in SchMEe, but I'm sure it's written down somewhere.
(https://i.imgur.com/r1066fu.png)
Title: Re: WIP Model Showcase Thread
Post by: Ty294 on March 09, 2024, 11:47:38 AM
Quote from: Unit 33 on March 09, 2024, 09:47:09 AMI'm going try some more SchMEe. Not sure how to introduce 'new' msh objects for the purposes of kitbashing in SchMEe, but I'm sure it's written down somewhere.

I think the best way to do that would be to build your new mesh onto the existing mesh in blender first, then export only the new mesh (either delete or deselect whatever pre-existing mesh you are going to put this new thing onto), then explode them with SchMEe and put them together that way. You'll need a hex editor to change the PRNT.chunk to make sure it attaches where you want it though.

I haven't tried this myself, so I'm not sure how well it'd work.


---


Since I'm here, I might as well share some kitbashes of my own:

(https://i.ibb.co/v1DwT53/Scout.png)
(https://i.ibb.co/gDdJcr5/20240309133800-1.jpg)

Also, I don't know what precisely the policy is when it comes to editing other people's assets. Is it basically fine unless they explicitly tell you not to? Case in point here, I put psych0fred's Bothan's head onto a Rebel Hoth trooper:

(https://i.ibb.co/87mSnNY/bothan.png)
Title: Re: WIP Model Showcase Thread
Post by: Led on March 09, 2024, 12:13:47 PM
Yeah, please credit source and should be OK.
Title: Re: WIP Model Showcase Thread
Post by: wsa30h on March 10, 2024, 05:04:49 AM
unit 33 is that a tcw clone head ?
Title: Re: WIP Model Showcase Thread
Post by: Unit 33 on March 10, 2024, 09:11:53 AM
Quote from: wsa30h on March 10, 2024, 05:04:49 AMunit 33 is that a tcw clone head ?
it's the head and chest from a Rebel Pathfinder kitbashed onto Luke. The model came from 'Galaxy of Heroes'.


I spent a good amount of time getting it down to 1397 triangles and making the UVs as efficient as possible (quite fun actually) and then it broke in game.
Something to do with the armatures probably.
I haven't finished the texture, and probably won't bother unless I can figure out what went wrong.

I've been lazily joining new bits of msh to create the desired effect. Sometimes it works, sometimes it doesn't.

Here's the assets if anyone fancies a look:
https://mega.nz/file/ga8WhD7S#wbpYFW50kqG-Qp7rbOVyK-p1-J8hF41Kg0SYsuKL9GM
I've been using SK's blender addon.
Title: Re: WIP Model Showcase Thread
Post by: wsa30h on March 10, 2024, 10:47:36 AM
i have been looking for someone to make tcw style animation rebels. poly count wouldnt matter in that case.
Title: Re: WIP Model Showcase Thread
Post by: Unit 33 on March 10, 2024, 11:16:30 AM
Quote from: wsa30h on March 10, 2024, 10:47:36 AMi have been looking for someone to make tcw style animation rebels. poly count wouldnt matter in that case.
well you're in luck!

the older GoH models are a lot more stylised and closely resembly the TCW / Rebels style.
They're usually above 4000 polys, but can usually be reduced quite easily
(https://i.imgur.com/fKo2xoO.png)
They're avaialbe here:
https://groinkick.freeforums.net/thread/86/star-wars-galaxy-heroes

Teancum has ported a number of the more recent models to SWBF2, but not too many of these older stylised ones.
It takes some doing to rig them for SWBF and export them as mshs, which is why I tried kitbashing first.
Title: Re: WIP Model Showcase Thread
Post by: Ty294 on March 20, 2024, 07:04:22 AM
Working on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:

(https://i.ibb.co/sjtxYsz/a1.png)(https://i.ibb.co/VQBVCLw/a2.png)
(https://i.ibb.co/MBSGLLZ/b1.png)(https://i.ibb.co/pyDBG6g/b2.png)
(https://i.ibb.co/LkY2YF2/c1.png)(https://i.ibb.co/cJPG5Ms/c2.png)

(https://i.ibb.co/5KK24Rc/1.png)
This one I have the images in backward order, the new on is on the top.
(https://i.ibb.co/5Rwj9qF/2.png)
Title: Re: WIP Model Showcase Thread
Post by: Unit 33 on March 21, 2024, 01:04:22 AM
Quote from: Ty294 on March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:

(https://i.ibb.co/sjtxYsz/a1.png)(https://i.ibb.co/VQBVCLw/a2.png)
(https://i.ibb.co/MBSGLLZ/b1.png)(https://i.ibb.co/pyDBG6g/b2.png)
(https://i.ibb.co/LkY2YF2/c1.png)(https://i.ibb.co/cJPG5Ms/c2.png)

(https://i.ibb.co/5KK24Rc/1.png)
This one I have the images in backward order, the new on is on the top.
(https://i.ibb.co/5Rwj9qF/2.png)
Looking very sharp! Excellent 
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