• Star Wars Model Links Thread .V3
    3,077 replies, posted
ok Noob question 2: Frosty: where how do you get it? Thanks again guys
load my head extractions ... they are all made with UBFE : My Files maybe they can help you
Nice models Where're they coming from?
Well. Generic attempt at the corvus material. I dunno the actuall mappings. Just good guessing based on the resurgent destroyer. https://i.imgur.com/hRjStht.jpg https://i.imgur.com/vqTkCwK.jpg
I found a mesh i can test on "Char_stormtrooper.rar". I'm just wondering, is it from battlefornt 1 or 2?
I actually created the hyperspace effect using concentric cylinders with emissive material properties, and selective opacity based on fractal noise textures. I could easily create a background from it (just render without the ship), but I'll have to think about whether I can somehow ”bake” an HDRI environment from the setup.
Oh you've been at xentax haven't you ;b.. I'm new to SWBF2 extraction and have only used ninja ripper so far... Looking for blueprint data sounds time consuming especially when you half know what you're doing, not to mention finding extra space on my drive to extract the 70gb beast it is!! Definitely want to give it a solid effort eventually but for now, I'm gonna stick to what I know rehaul the UVs and textures to a simpler setup. Will upload some renders once I've finished.
I figured it out. I had to render with the camera in "panoramic" mode to convert the hyperspace tunnel scene into an environment. https://files.facepunch.com/forum/upload/132346/4ee41ec2-626b-4aab-8db1-e8c6c9029a4f/Hyperspace_Environment_01.584.jpg Here it is as both an EXR and HDR rendered at 7280x3640. Link: Hyperspace
@wubba Unfortunately blender is unable to export fbx correct with multiple uvs. Even if i'd rescale the uv maps i could not export it as that. I mean you could do this in max too, if you just scale the uvs in the uv editor and according to the scale mappings. It's not a lot more then that. Just scaled uv spaces to get to repeat the detail or other procedural textures.
@bshadow Not sure man as my textures come out all fancy colours just like BadHorse's below.. I dont even recognise some of your textures as max, xview & photoshop dont display them like that!? Spewin about the export issue..thanks anyway... I'm almost finished with my primitive attempt anyway... hopefully should be nice. https://files.facepunch.com/forum/upload/277755/a2dc1dbc-55a9-4cf7-a631-726910393ccd/corvusMAPS.jpg
@wubba The png of the model linked in one of the threads here are absolutely fine. Those white ones you got look like you gotta use a different background color or checkeeboard, since it glows white thru the alpha channel. You sure gotta learn that you can split textures into channels, like i did in the shader sample. All of the textures in that screenshot are just the seperated r, g, b and a channels of the bottom left texture you posted there. You also gotta learn howto use shader nodes. Basicly no material on this model uses single color textures or normal maps. You gotta combine the textures or channels to get some sort of good visual done. It's all shader stuff. If you don't get how this works, forget about getting this model done rendered. imho
interesting! thanks for the insight... I understand it uses multiple texture channels & that you have to combine them for the final result but I just not the cluiest on how to do that on the node shader side of things...Will have to experiment on the slate material editor as well as maybe bury my head into some tutorials.
Hello! Have someone rigged at-st? I'm trying to figure out and rigging it my self, but its hard to me on my learning stage.
hello everyone has to share the 3D models of the mudtrooper ?? I need it urgently, thank you all
@bshadow Would you mind sharing your blender file with the hyperspace effect? Please Meanwhile, a render with @BadHorse 's texture http://www.mediafire.com/convkey/6b41/y5avkumw2daki41zg.jpg?size_id=a
Please guys, can you help me to find SCARIFF SHORETROOPER model from BATTLEFRONT 2015 ??? ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
Screenshot enough? You sure gotta render all the time. I figured the noise loop doesn't actually loop. It was just very fast transitioning. You gotta fiddle with the scales a lil bit. It can look really good easy if you find a nice combo. https://i.imgur.com/m5xBkhV.jpg
SCARIFFF TROOOOOPER PLS I cant fin him in any folder
AND there is no shoretrooper in Corra's folder too = (
Here is the SWBF 2015 Shoretrooper: SWBF_2015_Shoretrooper This is the original package BadHorse shared back on the V2 thread, all credit goes to him for ripping the model. I just re-uploaded it for everyone. http://i.imgur.com/8HluEjc.png http://i.imgur.com/lV4kZwM.png
THANK YOU SO MUCH MAN, U SAVED ME!
Weird ideas. Why the heck not? Hyperspace surfing. https://giant.gfycat.com/JauntyAnxiousDiamondbackrattlesnake.webm
@bshadow Somehow I need to relate your Blender slate panel to my Max slate panel!? ... Could you send me your corvus .blend file & maps so i can cross reference?... pretty please??
@Warhammer_81 just curious, the kinect ships that are in parts. Are they separated by details?, for example is the basic shape 1 mesh (ship without greebles) or several meshes?
I honestly don't know how exactly the models are separated. The models are in files using the .smf extension. Currently there are no tools or plugins to directly read the model geometry data. This is why they have largely been neglected. The larger models contain many hundreds of parts such as greeble and interior details. the meshes themselves are also further broken up into multiple sub meshes which contain LOD models. Overall it makes for a lot of work to extract and assemble the models properly by hand. All the information I have comes from this thread over at Xentax: http://forum.xentax.com/viewtopic.php?f=16&t=11436
Working on Boushh for SFM https://files.facepunch.com/forum/upload/132874/528cff37-f15d-44e7-bf97-b7ab276b3aa1/SWBF2 Boushh 01.jpg Still have to rig the cloth skirt and set up procedurals, but there's the model so far.
I've looked in the threads for a Battlefront II ROTS Commander Cody... Was he released for the game anyone??
Ok i understand :p too bad there is no way to identify which parts!
Well it aint PBR but I'm happy with this until I nut out the original mapping... https://files.facepunch.com/forum/upload/277755/29ea0564-1831-4475-9bf2-bcb3db4648b5/corvus 3QTR 720p.jpg
Interesting. Contrast and specular is so low, it almost looks like a concept painting. Weird.
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