• Star Wars Model Links Thread .V5 "Hive of scum and villainy"
    987 replies, posted
Wtf, are those troops custom? :O
Little something I've been working on: https://drive.google.com/file/d/1y5aIypXa6V96lXbpMG1f5J3Yem2nTin_/view?usp=sharing
You must not have read the previous comments. I only did the sound effect track, the footage is from an old SWTOR cinematic trailer. I had nothing to do with that.
Nice stuff!!!... what was your weapon of choice to create it?? .. I like the thrust glows.. default Max glow is buggy (or I aint using it correctly) & I'll soon be looking for an alternative... I would post a video of my own but I'm still tweaking a key scene... Here's a Storm Trooper test comp render that will be eventually be in one of my shorts.. https://files.facepunch.com/forum/upload/277755/aae752fa-cf13-4ac7-81d8-314e807d64fd/stormtrooper 720pFP.png
I used 3dsMax 2018 + Vray NEXT 1.1 GPU - it's awesome. The glare and bloom are improved massively over max's defaults. Here's some other work in progress for the background ships in that scene: [img]http://www.hedfiles.net/BGships_45.png [/img] Full 4K renders here: http://www.hedfiles.net/BGships_40.png  http://www.hedfiles.net/BGships_41.png  http://www.hedfiles.net/BGships_42.png  http://www.hedfiles.net/BGships_43.png  http://www.hedfiles.net/BGships_44.png  http://www.hedfiles.net/BGships_45.png  http://www.hedfiles.net/BGships_46.png 
By chance, does anyone have the sound files for KOTOR? or TOR? Either one would work. If someone posted them in the past I apologize. I couldn't find anything in the previous forums.
Well in that case, here is something I did with that Obi model I requested awhile back! This picture is also why I was requesting some props from the prequel, I felt (still do) like the background needs a few more elements other than the ominous threat off camera. https://files.facepunch.com/forum/upload/383127/b14540b3-9719-4b96-9066-53875ea8f8ba/Delta-Squad-feat-Obi.png
Maybe a star destroyer/death star in orbit??.. the planet models Rancor uploaded would work well with this render!
Bought it, I'm afraid - was able to justify a years subscription to myself ($420) Haven't regretted the choice yet - gone through a bunch of updates and bugfixes straight from the devs.
Yeah I've heard it's made a vast leap in terms of performance & features.. Is that the SWBF2 Tantive IV?..looks way more detailed!?..
I was trying to hunt down the clone version of the Star Destroyer. But I like the Planet idea and I did download those planet models from Rancor
Could somebody upload Dooku's voice lines from the new Battlefront update? I know it's not strictly a model but I'd really appreciate it! Cheers!
Any ETA on those Star Wars Commander-esque First Order unit model rips?
Anyone got the Barc Speeder from SWBF2 Geonosis update that happened awhile back? https://files.facepunch.com/forum/upload/381811/6a575864-6663-4e66-98c0-8d7be8c46419/barc.png The Stap as well. https://files.facepunch.com/forum/upload/381811/1a7545cf-ee68-4401-92dd-befef44501df/Stap.png
https://files.facepunch.com/forum/upload/159929/58e2c203-7384-4363-af4e-f49fabc28dc4/SWBF2_Rocket_Jumper.png Who can share the rebel rocket-jumper babe model from battlefront 2?
I'd post them but the normal maps are mapped to a different UV, as usual. Someone else usually takes care of that, can't remember who.
Ooooooooh snap! Many thanks Rancor!
Here's the BARC speeder, with normal texture re-baked onto the same UV channel as color etc: BARC_Speeder_Package.rar https://files.facepunch.com/forum/upload/132346/4a9bf4c6-9f89-4baf-8561-e5c4e96c78f8/BARC_Speeder_01.1023.png
Thank you, BadHorse!
And the STAP: STAP_Package.rar https://files.facepunch.com/forum/upload/132346/c94f3f39-a459-45b6-8ba8-f4ca103a9af7/STAP_Speeder_01.1022.png
@Warhammer_81 Hey buddy, i know you said right now it's impossible to rip form the episode 3 game. But is it possible to upload the raw file format for jocasta nu?
Pardon me @BadHorse what method did you use to rebake the normal to get it to match the diffuse?
Simple question, not-so-simple answer. The TLDR version is that I use the software XNormal (free, see link below) to do the re-baking for me. It's more often used to create a normal texture for a lower density mesh from a higher density mesh, but it can also be used with identical meshes with different UV data. https://xnormal.net/ The pre-requisite for using this method is that you'll need two different version of your mesh -- one with each of the two UV channels of interest in the primary slot. There's a number of software that can be used for this purpose. I personally use UltimateUnwrap3D (not free), which has the option to swap UV channels, but I've also done it with 3DS Max. Keep in mind that you'll have to do this process separately for every sub-mesh in your model. When you start XNormal, on the right-hand side, you'll see the various workflow tabs. Starting at the top on the "High Definition Meshes" tab ... Add the mesh with the original normal mapping in UV Channel 1 as your high definition mesh. Select the original normal texture as the "Base texture to bake" Check the box for "Base texture is a tangent-space normal map" Under the "Smooth Normals" drop-down, select "Harden normals" Leave all other options unchanged and move on to the "Low Definition Meshes" tab ... Add the identical mesh with the diffuse color mapped to UV Channel 1 as your low definition mesh. Change the "Maximum frontal ray distance" and "Maximum rear ray distance" to 0.001. The meshes are identical, so you don't need a wide tolerance, and leaving these at their default values will detect other nearby geometry and create artifacts. Again, under the "Smooth Normals" drop-down, select "Harden normals" Un-check the box that says "Highpoly normals override tangent space" <-- this is important. If you miss this step, some of your new texture will bump in the wrong direction. Leave all other options unchanged and move on to the "Baking Options" tab ... Pick a filename (duh) When selecting a size, it's usually a good idea to go at least one size larger than the original normal texture, to make up for any potential loss of image quality. For example, if the original normal texture was 1024x1024, you should probably use 2048x2048. "Closest hit if ray fails" --> uncheck "Discard back face hits" --> check "Edge Padding" --> I usually use 5 pixels Under "Maps to render" select "Bake Base Texture" and leave all others unchecked. At the lower right-hand corner, select "Generate Maps" and watch it go. Once that's done, I usually take a few extra steps using an image editor (I use GIMP). The first thing that you'll notice about your new normal texture is that the program fills all the unused areas with alpha transparency, which depending on how the map transfers can be a problem. If for example your new normal texture is 2048x2048, I'll create a 2048x2048 image in GIMP and fill it with RGB 128,128,0, and then drag the new texture onto it and merge layers. One other thing I've noticed is that the process of re-baking the normals tends to cause some loss of contrast. If you look at the histogram for the R or G color channels, there's almost no data below 35 or above 220. To correct this, in GIMP I usually use the "Levels" function under the "Colors" menu, and set the minimum and maximum input levels to 35 and 220 respectively. Despite all the steps above, once you get used to it the whole process goes fairly quickly. I can usually knock one out in ~10 minutes. There can be other complications however. Sometimes, meshes with large flat areas (e.g. shuttle tydirium's wings) aren't intended to have any normal data because it would be a waste of image space. So they put the flat areas of the mesh outside of the UV 1x1 square, and set up their shaders so that the normal textures don't tile. Unfortunately, XNormal doesn't have an option to disable texture tiling, so you'll end up with weird normals all over your flat areas. To combat this, you'll have to manually remove the non-textured areas from your meshes before re-baking. I'm sure I've forgotten some details, but this should be enough to get you started.
Much appreciated @BadHorse ! : I've always personally found the dual UV channels a little annoying.
Very helpful BadHorse! In the past I have used a script with 3DSMax to copy UVW channels from one channel to another: Copy UVs from ch1 to ch2 in 3ds Max? — polycount
were r the bf2 models (I need clones
Hey @BadHorse @Rancor022 @Warhammer_81 any of you happen to have the Ahch-to Rey skin?
a little side project from me... https://files.facepunch.com/forum/upload/132650/852b27d8-65e0-44cf-abce-f87cc8573c94/enb 2019_01_31 07_28_20_08.jpg https://files.facepunch.com/forum/upload/132650/1fd9c407-b5ce-446a-96e8-dcd4bda988db/enb 2019_01_31 07_49_17_74.jpg
Anybody know if there's low poly First Order TIE Pilot, FO Flametrooper and FO Snowtrooper models somewhere? Preferably not the GoH one. Don't mind them being in the range of 2K-3K polys as I can lower the polys myself.
@Rancor022 you wouldn't by any chance happen to have the tantive IV's internal corridors etc from SWBF2?.. looking for a higher poly version...
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