The Making Of Repulsor Pod: Part 2 Modelling High Resolution

So before we begin lets understand what our High Res model actually is. It is important to understand that High Resolution DOES NOT MEAN it is going to be a movie quality model, it is basically a higher quality model and by the end it will be compressed into a texture (normal map) that will display approximately where we want our texture to displace light. As an example if we had a polygon raised directly above another polygon you wont be able to tell that it has depth once its compressed, what we want to do is slightly taper our raised edges so when it compresses we get almost a bevelling effect.

I started out high resolution model the same way I started the other model, with a cylinder in the exact same place, then I selected all the top poly faces, duplicated them and scaled them down, then I raised them and repeated until I got the shape above prefectly lined up with our standard resolution model.

I then duplicated the top faces again scaled them down more to create the edge of the pod and then duplicated them again and moved them down along the Y axis to create the middle and floor of the pod.

I raised the back polys and welded the points together the exact same way I did for the standard resolution pod to make that back triangular section. then I selected all the polygons on the back of the pod and went to Model > Polymesh > slice polygons, to create an even number of edges to deform and smooth the pod. (notice my settings sliced along the Y axis, with 2 slices and 33% spacing between them to make it almost perfectly split into 3 poly faces.

I repeated the above process for the polygons along the side of the pod until I had roughly even spacing between my new poly faces and enough new edges that I could make a smooth surface out of the outside of the pod.

I began selecting those newly created edges and scaling them up (or down) to create a rounded surface, everything you see in the shape was done only with scaling (no translating was needed)

After I was comfortable with the shape of the outside of the Pod, I went to Model > Poly. Mesh > add edge tool and added edges at the front of the model to make the section where that weird black wavy strip on the pod is.

After I felt I had enough edges I simply selected the polygon faces I wanted to move inwards with the raycast polygon tool, and duplicated them. I then scaled them to be smaller along the X, Y and Z axis to move them inwards while also leaving a small bevel look on the inside so our normal map deforms the light more prominently.

Next I modelled and scaled the seats the exact same way as I did with the standard resolution model, and scaled them to exactly match the position of the standard model. I then added a few extra edges using the add edge tool for where I wanted the seat cushions to go upward.

I then duplicated the poly faces I wanted to use for the cushions and scaled them down to give a more rounded appearance. I added new edges to give a sort of “paddle” shape to the middle of each cushion for a butt groove, then duplicated those faces, scaled them down and then translated them down until I was happy with their shape. I repeated this process another two times for the remaining cushions.

Here you can see our completed cushions.

Next for the back panels in between the seats and the bottom of the seats I simply used the slice polygon tool, sliced each panel into 14 equal pieces, and then selected every second polygon face, so I could get those nice grooves and gaps. Once selected I simply scaled the up to give the nice indented look you see above.

Using the same steps above, I sliced the polygons on the other side of the seats to make the pods inner lights, duplicated every second face and scaled them up to create more indents.

flipping around to the bottom side of the pod, I did the bottom the exact same way I modeled the standard resolution, but I made the sphre on the bottom with an extra set of polygons. I then selected the circle around them and selected my polygons in a Y shape, duplicated them and translated them down along the Y axis to create the bottom of the pod (we only really see this in the movie when palpatine and yoda play dodge ball.

Finally for the plastic in the middle I just used a cylinder texture projection on that one small part of the outer pod and went render > texture > image and selected a greyscale of the image.


At the bottom of the texture properties pop up that comes up when you assign your image I simply used the check box to enable bump mapping and set the factor to 10 (this will make it so when we start baking our normal map the bumpmap will be baked as well).

Finally with the STANDARD RESOLUTION model selected I went into Render > Property > Ultimapper.

Inside ultimapper I set my path (where I want the images to be exported to). I then set my high resolution source and picked the model I made in this section. Set my type to targa, my resolution to 1024, quality to highest, and checked the boxed for ambient occlusion, depth and normal in tangent space. (normal in tangent space will give us our baked normal map. Depth map is not needed but I use it as a guide when im making my textures, Ambient Occlusion I use to make my textures in XSI). After selecting my settings I simply clicked computer so XSI knows how far we are from the low res surface and then clicked generate at the top to make my maps.

Using my depth map as a stencil I created this really crappy looking texture, I just wanted to basically get the colors we needed for the model in this, It did not have to be shaded or fancy by any means as XSI will do the work for us.

Next inside of my material settings (I named my material GSC_POD_1 and simply clicked edit inside the XSIZETOOLS manage materials section) I clicked on the little grey plug icon to the left of where it says AMBIENT and clicked Blend With > Image and selected my newly baked AMBOCC (ambient occlusion). I also clicked the Diffuse plug (the red one) and at the bottom enabled bump mapping, next to where it says Factor on the bump map I clicked the plug and selected a greyscale copy of the normal map we just baked. After selecting that image I clicked bump on that images properties as well and kept the scale at 5. (This is so render map will export more depth in our texture.

Finally I went Render > Properties > Rendermap, set my format X resolution to my textures resolution (1024), set super sampling to 2, selected my standard resolution pods texture projection, set my format to .TGA, set my export file path and then simply clicked Regenerate.

After clicking regenerate this is what XSI made out of our old boring flat texture. after adding ambocc and some bum mapping.

And of course how our texture looks when applied to the standard resolution model.

I created a new material for the pod and assigned it to the pod (to save time on unplugging all the textures we used) I made it render type 28 (bump/specular) copied my normal map to my mod folder, and named it cgs_pod_diffuse_1_bump.tga and set that as texture1 in my ZE flags.

Finally with part 1 of our outer pod finished I exported and placed it in game.

And how the outside of our pod looks in game.

That wraps up this section, in part 3 we will be finishing the high resolution of the cylinders on the sides of the pods, we will also model the high res and textures for the pods consoles.

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Behind The Scenes: To Fix a Wookiee

While working on Harrisonfogs Battlefront II Remaster Project a problem arose with our standard Wookiee. The vanilla mesh really deforms around the neck, one of the assigned tasks was to fix this problem with the Wookiee, while maintaining a low poly count, here I will show you how I accomplished this.

As you can see here the wookiees face deforms very unnaturally

So first I started by duplicating the entire model, I then selected all polygons except for the polygons around the beard. We are going to delete all these polygons until just the beard remains.

With the beard now cut out we will eventually be making this into a cloth to give the illusion of moving hair.

Next back to the original model I started by using the Add Edge tool in XSI to draw edges around where I want the Jawline to be. (I used raycast polygon to highlight the polygons above where I drew the jawline).

Next I drew another set of lines directly parallel to that jawline, this will be the area that I round the edge of the jaw and blend it into the neck.

After I drew another set of lines parallel to the base of the neck / beard area, this will be where my neck connects to the head.

Finally I duplicated that model and selected all the polygons on the head. I want to delete this portion of the model to make sure the head and the body are kept apart to make sure the neck deformed properly.

I did the opposite to the other duplicate model that I had, I selected every poly face except the head pieces and deleted them to get my separate head mesh.

Next I selected all the points in the Second line I drew, the reason for this is that the first line marks our jawline, but the second line is where we want to smooth our jaw into the neck.

I scaled the points both along the X and Z axis until I was satisfied with the curvature it created, for the most part this will be hidden by hair so it didnt have to be perfect or high detailed.

I then selected the points at the end of the head, remember this will be where we blend the bottom of the neck to the jaw.

I scaled this section as well until I was satisfied with its location, it needs to still be semi flat to kind of resemble the bottom of a jaw but remain with enough width to hold the neck.

For the final part of the head model I adjusted the UV until it was at the bottom of the neck fur, as to prevent the model from appearing too stretched with its texture.

Now I made the original model visible again we can see the big hole that was left in the neck, we need to correct this.

I started by selecting all the points at the edge of that hole and scaling it down on the X and Z axis until it matched the coordinates at the base of the head model.

after I was satisfied with its location I selected the next ring of points.

I scaled those down until there was a slight upward curvature to resemble a neck.

Back to the beard portion of the model, I opened the weight editor and made sure the beard was weighted 100% to the head bone. (we don’t want any odd deforming around the neck)

Next because of how cloth works and deforms in battlefront we want to remove all triangles. So highlighted above is one of the edges I removed, I removed all similar edges until the beard was left with a series of quads.

After making the beard full of quads I went to XSIZEtools and applied its cloth function, set the texture for the cloth (all_inf_wookie.tga) and then picked my fixed points (they are highlighted red in the picture above)

I navigated to the odf folder for the wookiee and created a new odf file (all_inf_wookie_fur.odf) and filled it with the following text so the game knows that this is our cloth and that it is transparent (or uses a transparency flag) and that the transparency is hardedged.

I also had to open the all_inf_wookiee.odf and add the line for Clothodf so the game knows what to look for.

Finally I went into XSI explorer view and renamed the beard portion to be all_inf_wookie_fur, after the odf.

I created a brand new cylinder primitive also had to be made and applied to the cloth so the game knows the boundary of where the cloth should be.

And added the primitive to the collisions section of the cloth properties.

And thats it, after exporting and getting it in game we can see the odd deformation is gone and the wookiee’s beard has been fixed.

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The Making of Repulsor Pod: Part 1: Modelling Standard Resolution.

So first: I looked on google for what I was going to build (I won’t post pictures here, I literally google “Galactic Senate Pod” and just went off what I saw).

After looking at the pods, I came to the conclusion that they are relatively symmetric (both sides are the same dimensions) so for the duration of modelling I modelled in a way where I only had to modify one side of the model at a time.

First I started with a cylinder primitive since I’m going to be modifying it symmetrically I only need half the actual cylinder for this.

Next I cloned my cylinder by going into Edit > Duplicate/Instantiate > Clone Single. A clone is basically a duplicate copy of the object but any changes you make to the original object will also be changed in the clone. This is very useful for what we are doing so our clone can be used as a visual reference.

Next with the new cylinder I cloned I went to Model > Poly. Mesh > Symmetrize Polygons. This makes our clone symmetric and now as we modify our original cylinder, both sides of the clone will be modified. (note if you go into your explorer view (press the 8 key) and right click on the clone you can click Properties > and all the way at the bottom click the box that says “selectability” this makes your clone no longer selectable and really helps to modify the model so you don’t accidentally click on it.

So next on my original cylinder I used the raycast polygon tool (U key) and selected all of the faces on the top of the cylinder and translated them upwards on the Y axis until they were where I wanted them to be. This will eventually become our light bar at the bottom of the pod.

After, I duplicated the polygons (ctrl + d) and moved them up further on the Y axis and then scaled them to be smaller to make the outer edge of the pod become tapered.

Repeating the previous process I duplicated the poly faces again and raised them again on the Y axis, this time they were moved up slightly less to give the appearance that our taper is starting to become round at the top.

Next I duplicated all those faces but this time I did not raise it, this will be the flat edge of our pod (If you look at pictures of a senate pod there is a flat edge towards the front of the pod on either side). I scaled them just enough until I think they were where they should be.

Next I selected only the back polygons of the pod, duplicated them and raised them, This will be the triangular looking part at the back of out pod that houses the hand rail.

After I was comfortable with the position and height of the triangle, I simply went Model > Poly. Mesh > Weld Point Tool and welded all the top points towards the outside of the pod, to the top points toward the inside of the pod to make the Mesh triangular.

I then selected all the Polygons on the inside of the pod and duplicated them, and simply lowered them downwards to make the walls and floor on the inside of the pod.

Because of the way duplication works you will notice there are some unwanted polygons now on the inside of the pod, I simply selected them and deleted them. Now the pod had a completely empty floor with no divider.

I then turned my camera to the bottom side of the model and selected all the polygons, duplicated them and scaled them down to make a smaller circle under the pod.

After scaling them I translated them down slightly on the Y axis to give the bottom a small taper that will eventually be a kind of sphere / cone.

I then selected the single point in the middle of those polygons and translated it downwards along the Y axis to make the illusion that the mesh was more rounded.

Next back on the inside of the pod I selected the four polygons towards the back of the pod, these will eventually be the three seat on either side of the pod. I duplicated these polygons, and scaled them inwards slightly to make the ledge that the seats seem to sit on.

Next I went Model > Poly. Mesh > add point tool and added three points on the edges on the floor near the front of the seats. We will use these points later to weld the polys to the floor. I also selected the edges of the seats and dragged them slightly down on the Y axis to where the back of the seats should end.

Next I flipped my view port into depth cue and selected these not needed polys at the bottom of each seat and deleted them.

After those were deleted I went Model > poly. mesh > weld point tool and welded the three points I made earlier to the bottom of the chairs this allowed the chairs to be welded seamlessly to the floor.

Finally I selected the two poly faces at the bottom of the chair, duplicated them and scaled them, pulling them inwards until I was comfortable with where they landed. Remember this is only two poly faces that we are going to fit three seats on so we wanted them to have enough space.

Finally repeating the same process above of deleting polygons, creating new points and welding the points to the floor I welded the newly duplicated parts of the chair to the floor to make it seamless.

Next using the same steps I did at the beginning of this post, I created a cube and dragged it forward to the pod, cloned it, symmetrized it and made it not selectable so I could model only one side of the cube symmetrically.

As this cube will eventually be our control console for the pod I moved the top face poly’s of the cube upwards on the Y axis til it was at the desired height.

I then duplicated the back face of the cube and moved it backwards on the Z axis, and scaled it along the X axis, repeating this process twice until I had my desired shape for the console.

I then went into point selection mode and moved the points on the console down on the Y axis until I was comfortable with their position.

I then duplicated the polys on the top of the console and scaled them down slightly, then duplicated them again and translated them down along the Y axis to create the dip we want in the console.

After again deleting the poly’s in the middle of the console I duplicated all the top faces of the console and rotated them upwards to make the computer screen area we see.

I then scaled it down until I was given the shape that I wanted for the console.

Next I went Model > Poly. Mesh > Add Edge Tool and drew some edges around where the actual computer screen would be on our pod.

I then simply duplicated these Faces and pulled them outwards to make the computer screen.

Backing out on the complete model so far this is how we are looking:

Next I created a cylinder for the sides of the pod and dragged it into approximately where I thought it should go. I then selected all of it’s top faces and pulled them up along the Y axis and scaled them down slightly to make them round.

I then selected the point at the centre much like we did with the bottom of the pod, and translated it upwards to make it look slightly more round. I repeated both those steps a second time to also round the bottom of the pod.

Backing away to examine the finished pod model this is what we are looking at.

For the UV map I simply went Model > Property > Texture Projection > Unique UV’s (when prompted I selected individual polygon packing), I then manually selected and snapped all the points of the UVs I wanted together until I ended up with this section for the front of the pod.

Repeating that process of dragging the poly’s together and snapping them I put only the bottom faces of the UV map together until it looked like this.

Next I selected the inside walls and snapped those together, I chose to avoid the chairs because they are very different in texture from the walls, as there is a break between the walls and the chair I made the back poly its own seperate UV area and the front three poly’s to be their own map.

Next I made The UV for the floor, Since I wanted these to be fit in as small an area as possible I put the floors UV right above the Bottom of the Pods UV.

For the chair I connected all the points that would have “cushions” on them, while i kept the portions of the wall together, this is because the walls share the same rough texture but the cushions do not, and we want the lower wall portion of the seats to blend as seamless as possible.

After all our polys were dragged and snapped together this is how are UV map looked.

Next for the cylinders on the side of the model I used again a unique UV projection (we dont want cylinder projection since that really would make the tops and bottoms of the model look weird and we want it to blend seamlessly. I put the top and bottom section of the cylinder as its own UV and I made the sides their own,

Finally for the console I kept the sides as their own, I also seperated the top edge and inside into its own UV and the console and computer into their own space. I put this in the corner of a new set of image coordinated because this will use a different texture that is shared with the senate pods mount by the end. We will be modelling that a lot later.

Now with all our UV’s together that Concludes the section on Modelling the standard resolution model next we will be moving onto our high resolution model for our Normal Map (I do my textures in XSI so we will need that done before we design textures).

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Getting Started Part 7: Getting Your Model In-Game

So first before we start:

You will need a copy of Star Wars Battlefront 2 Mod Tools (available here: https://www.moddb.com/games/star-wars-battlefront-ii/downloads/star-wars-battlefront-ii-mod-tools-pc)

also if you are using windows 7 or later you will need the fixed and improved munge files (install instructions and files found here: http://www.gametoast.com/viewtopic.php?f=64&t=30415)

Now navigate to C:\BF2_ModTools\data_BUILD (or wherever you mod folder is) and open up ModTools_visualmunge.exe if it prompts you to select your battlefront folder do so.

NOW: CREATE A TESTING WORLD. I cannot stress this enough, a testing world should be where you put all your object while you are making and debugging your models, your models should be removed from the testing world when done, this speeds up the munging process especially if you are only debugging your one model. under your 3 letter name type in anything you will also need to add a world name and a description. when complete click Create world. below is a picture of my template used for my testing world. (note select your game modes, i usually only select conquest for my testing world)

Once your world is created navigate to your worlds folder (in this example mine is C:\BF2_ModTools\data_T5T).

first we want to set up our world to make sure we can debug everything for our models. so right click ZeroEditor and Click Run As Administrator. Once in Zero editor click Load in the top left hand corner then navigate to your maps world folder and open the .wld file (in my case it would be found at C:\BF2_ModTools\data_T5T\Worlds\T5T\world1)

when the prompt pops up to pick your layers click select all in the lower left hand corner.

Next we are going to set a world light to debug our current object and all future objects. go into the lighting tab on the far right of zero editor (green box in screen shot below)

First once in the lighting tab click place (blue box) we will want this to be a directional light (to test shadows later on) so click DIR (yellow box), then click cast shadows (green box) finally we also will want to be able to properly debug specular (red box). Finally you click on the map to place the light where you want.

Once your light is placed click select (green box) and select your light (you can hold down the “X” key to rotate your light and use the right / left / middle mouse buttons to rotate it, i recommend rotating it slightly down and to either the left or right to properly debug lighting effects)

in the Name box (yellow box, type dirlight) then in the far right corner where it says directional light 1 type dirlight again. This will assign this light as the worlds primary directional light. Finally once your light is in place click Save (blue box) and overwrite your old world file.

Next navigate to your C:\BF2_ModTools\data_T5T\Worlds\T5T folder and create two new folder names msh and odf. your folder should look like above. Inside of the msh folder place any texture you apply to your model (you should do this before you apply a texture to a model in xsi so you can keep editing the texture from this folder, but if youve already applied a texture the game engine will still read it.)

Back in XSI create a null (Model > primitives > null) or on the mainshelf it is the red box highlighted above. After this is created press the “8” key to open the explorer.

In the XSI explorer right click your null and rename it DummyRoot, then drag and drop every object you want to export into that null (in this case i just drag and drop cube) press the “+” sign next to the null to make sure your objects made it in alright (for me it looks like this)

Finally select dummy root and go to the top menu of XSI and go ZE Tools > export .msh.

When the exporter pops up click the “…” and navigate to your test worlds newly created msh folder, name the object whatever you like, above is what my directory was set to. once that is done just click export.

Next navigate to your odf folder and create a new notepad document name it whatever you like but change the extension from .txt to .odf

in this case i made a file called testcube.odf, open this file and type what you see in the image below (replacing the word testcube.msh with whatever you named the object you exported from xsi)

Back in zero editor go into object mode (green box), click place (blue box) and where it says odf file click browse (red box). navigate to your odf folder and click the odf you created, once loaded simply place your object (you can use x to rotate your object after its place if you select it, and use c to change your objects position if needed). Once your object is placed save your world.

Next navigate to your maps _build folder (for me its C:\BF2_ModTools\data_T5T_BUILD)

in there click Mod Tools_visualmunge.exe

once open make sure your world is selected and then simply click munge, once a pop up shows up run SWBF2 and see your new object. (depending where you placed it you may have to search the map for a bit)

Getting Started Part 6: UV Mapping and Applying a Texture.

So first I will start by saying I will keep it simple for this part. And just explain theory, I will be uploading and providing practical examples how I build models and you can get further ideas of how to build UV maps from that. I will say this section takes practice, and a lot of fooling around with your texture maps, however the theory behind it is simple.

I’m going to start with a very simple Cube. Once your Cube is loaded simply go Model > Property > Texture Projection > Unique UV’s (you could go with a cubic projection which is already done for you , or experiment with texture projections, I’m specifically showing unique UV’s because it is the most common type of projection you will be using, and to show how connectivity works)

In the above picture you will see the projection properties, you can use this on more complicated models to decide what angle you want to be the angle where the polygons automatically break into a new UV. (if you want create a sphere as well and apply a texture projection to it, press alt+7 to open to texture editor and slide that angle slider around you can see how this functions).

Now we will apply a diffuse texture to our cube before we continue, for SWBF2 it is recommended that your texture be either 8×8, 16×16, 32×32, 64×64, 128×128, 256×256, 512×512, 1024×1024 those are common dimensions (in pixels), they should also be in .Targa format (.tga) (if you are using gimp make sure RLE compression is left unchecked when its exported of BF2 doesnt like it).

To apply our texture simply go Render > Texture > Image as shown below.

When the window for the texture pops up click the “new” button and select from file. Then simply navigate to your texture.

After this if you change your view mode from wireframe to either textured or texture decal you should see your texture applied to the object.

our cube with the texture applied.

Next lets make our texture proper and connect the parts of our cube together. open the texture editor (on the main shelf click views > texture editor or simply press alt+7)

The texture editor in the main shelf

In the image above, in the blue box is our selection tools, this works the exact same way as our selection tools for objects, v = verts (points), e = edge, and p = polygon try using each one to see how it selects if your unsure.

In the red box is our transforms this again works the same way as our model manipulating, it scales, rotates or translates depending on the letter selected.

finally the snapping tool in the green box. This operates the exact same way as the weld point tool. If you use the vert (point) selection in the texture editor you can drag a point with snapping enabled to another point and it will weld them together.

In the above picture you will notice I dragged two polys aside to plan its texture. The Colors on edges show connectivity so you will notice the poly on the top left has a blue edge on its left and the poly on the right has a blue edge on its bottom. These two polysconnect to one another on our model. To join them you can rotate the poly on the right 90 degrees clockwise to make the blue edge on the left side then simply drag the two and snap them together. (you can rotate clockwise with the “r” key in the texture editor)

what our UVs look like when rotated and fused together.

If you have a hard time figuring out which polys are where on the model to texture them you can simply go into the viewport, go into raycast poly mode (u key), and select any face on the object, it will select that face in the texture editor. I have displayed this in the image Below.

you should always try to connect as many polys as possible in UV mapping, this will take a lot of practice but as you tinker more you will get used to it. Keep an eye on others texturing tutorials as well to learn more, there are hundreds of ways to do this and none are really that simple. start with small simple objects if possible, avoid player models while you learn as those can be very difficult. When you are ready to do so proceed to the next part, where we will learn how to get our object ingame.

Getting Started Part 5: Adding Edges & Welding Points.

Another bit of basic shape manipulation is going to be adding edges. When we add a new edge we can basically draw it where we need it (this is very useful when making specific shapes in the polygon to duplicate later) Simply go to the top of the menu on go Model > Polygon Mesh > Add Edge (or just use the “\” key). you can add an edge to another edge (it’ll turn red) and then connect it to another edge or point or simply connect it to points. try to fiddle with it a little. The image below features 3 new edges drawn in various spots throughout a cube.

For a more practical use lets say i wanted a octagon in the middle of the cube and then have that octagon extend outwards I could draw edges connecting to one another to form an octagon then select the polygon face shaped like an octagon, duplicate it and pull it out. See below for this example.

new edges added and drawn to make an octagon (notice i made a square out of new edges first, then added edges to that square in the shape of a triangle to make the shape in the middle an octagon)
the octagon duplicated and translated outwards.

Next a very quick section is for welding points. basically all this will do is weld one point to another (dragging and connecting other polygons and edges with it). This is a very simple tool, all you have to do is click and drag to point you want to weld to the point you want to weld it to.

As a quick example if I wanted to give a cube a bevelled edge all i would do is first select the edge, duplicate it, and then weld the points from that edge to the points below it.

a duplicated edge, I will take the points where the red arrows are and weld them to where the green arrows are.
and this is what it looks like after those points are welded together.

Try to play around with these two techniques a little bit and try modelling a bit on your own. When you are ready move onto the next section. In the next section we will be covering how to texture our object.

Getting Started Part 4: Duplicating and Subdividing.

This is where things get interesting, so far we have learned how to manipulate single points, but when we mix in subdividing or duplicating points, edges or polygons we can really start to modify out objects shape.

For this start with a Cube and set its U/V/Base subdivisions in the primitive properties window to 1/1/1 (make all faces of the cube only one polygon face). For the duration of this tutorial I am going to have my camera in “shaded” mode.

First we will do duplication, with your cube created in the scene go into point selection mode (either by going to the selection menu on the main shelf or simply by pressing the “T” key). Select any point and press ctrl+d. This will duplicate the point, your cube should now look like the picture below.

duplicating is that simple, Now try to select any of those 4 points and translate them (move them around) see what kinds of shapes you can get. duplication of points is extremely useful for things like rounding cubed corners.

Next switch into edge selection mode (either by going to your main shelf and clicking the edge selection tool or simply by pressing the “E” key) select any edge, I would recommend selecting an edge away from the points we just duplicated so we can see how edge duplication works on a fresh edge. Once you select your edge simply press ctrl+d to duplicate the edge. If you worked from a fresh side you should see something like the picture below.

With your new edges duplicated try moving things around with the translation too again to see how the object manipulates now.

Now we will look at the polygon duplication, select any face on your cube with the raycast polygon tool (either by going to the main shelf or simply by pressing the “U” key). Once selected press ctrl+D, now this is where things get a little weird, you will see nothing out of the ordinary at this point, we have duplicated our poly face and effectively have duplicated all edges and point around it. If at this point you go into your translation tool and move the face you just duplicated you can get a better visual of what has happened. Try also moving a non duplicated Face and then duplicate it so you can really see the difference.

a not duplicated polygon face moved forward
a duplicated polygon face being manipulated in the same direction.

The final part of duplication will be out full object. Go to object selection mode (either by using the main shelf or by simply pressing the “spacebar”). with your cube selected press ctrl+d, this will duplicate the entire object. move this new cube around and you will be able to see your brand new second cube.

our duplicate cube

Next is subdividing. We will only focus on subdividing in polygon mode, (you can use this in edge mode as well, it will create new point, but you have to swap from edge mode to point mode to even see the new subdivided points and it just not something your really ever going to do) For this example I started with a new cube, feel free to use your current cube if you want. You will mostly be using this to experiment with shaping. Once you have your cube simply select a polygon face in raycast polygon mode (“U” key) and then press shift+D. this will open the new subdivision menu, feel free to experiment with the different type of subdivision, and move your points, edges, and polyfaces around to see how the model reacts. below are images of the 4 types of subdivisions.

plus subdivision
diamond subdivision
X subdivision
triangle subdivision

At this point believe it or not, you now have the knowledge to make most prop like models (or buildings) almost everything you build will be done simply by duplicating or subdividing a face, edge or point and simply moving things around, scaling things or rotating things til we get our desired shape. Fiddle around with this on different primitive (the cylinder, cube and sphere are usually the most used primitives so experiment on those, see what kind of shapes you can make). In our next section we will cover adding new edges manually and welding points.

Getting Started Part 3: Manipulating Polys.

For this section start with a new scene and create a new Cube primitive with only 1 subdivision on U/V/Base (if you don’t know how to do these see getting Started Part 1, or Part 2).

For most of our modelling we are only going to use 4 selection types: Object (to select an entire object), point (to select a single point on an object), Edge (to select an edge (which appears as a wire in a wireframe), and Poly (the actual face in between those wires).

So our first type of selection is the Object selection tool. This allows us to select a object (or multiple objects) for us to manipulate to objects transforms as a whole. This was the type of manipulation we did in Getting Started Part 2. You can deselect any object by holding ctrl while you click it (this will also add additional objects to your selection if they are not already selected).

recap from Getting Started Part 2. This is the transforms tools we use to manipulate our object.
another recap from part 2 showing the arrows we use to move or manipulate our object.

The second type of manipulation we will use is the point tool manipulation this will allow us to move the points on our model (they appear as blue dots in the picture below).

The location of our point select tool
How our points look when viewed

Now when we click on a point you will notice it turns red, past that all we have to do is use our translation tools (the same way we would to move our object) to move the single point, this will cause our object to deform.

A single selected point moved up along the Y plane

Next we will look at our edge selection, this will move those wires between the points as a whole unit. when you select an edge it will turn from yellow to red. Again try moving an edge around so you can see the different way it deforms a cube.

the edge selection tool in the Main Shelf
The selected edge moved up along the Y plane.

The final type of selection we will use is the raycast polygon selection. This will allow us to select an entire polygon face on our object (when selected this will become red). This is one of the most used selection modes for us.

the raycast polygon tool
our selected poly face translated along the Y plane.

Now that you understand the basics of model manipulation its also important to see your model ahead of time. we can get a preview using various viewport settings.

if you click in the upper right hand corner of your viewport where it says wireframe you can see a list of our shaded modes.

Seen in this picture is your viewport modes.

here is a rough breakdown for you:

Bounding Box: displays basically what your models “boundary is” (the total approximate space your model takes up, translated into a single box.

Wireframe: shows the edges of your model (as seen above) but no poly faces.

Depth Cue: shows your wireframe but fades the wireframe with the percieved distance from the camera.

Hidden Line Removal: Shows your poly faces and your wireframe and hides anything not visible behind a poly face.

Constant: Same Concept as hidden line removal but with no wireframe.

Shaded: shows your model and its poly faces with the current lighting from the scene.

Textured: If a diffuse texture is applied will show the texture and shade it with the scenes lighting.

Textured Decal: Same as above typically takes on less scene shading and displays the diffuse more prominantly.

And that should for now conclude Part 3. In the next part we will go through more advanced manipulation and examples using duplication and subdivisions while we manipulate our model components.

Getting Started Part 2: Basic Model Manipulation

So first I started with a new fresh scene in XSI for this tutorial. (if you have opened a new xsi window you will start with this, otherwise go File > New Scene or simply press ctrl+n).

Now as covered in part 1, create a cube (you can do this either via the Main Shelf by going to the “primitives” tab and clicking the Cube Icon, or by going Model > Primitives > Polygon Mesh > Cube)

Once a new Cube is created you should see your primitive properties window appear. (If at any point this is closed and you want it reopened simply select your object by clicking on it and hit the “enter” key).

Inside of this window you will see a few sliders Length: will determine the Cubes total dimensions, this is equal on each face (I believe 1 Unit = 1 Metre from XSI > SWBF2 but I could be mistaken it seems close to that) so if a cube has a length of 8 it will appear in game to be 8 cubic metres (8m long, 8m wide, 8m high).

Next we see subdivisions, this will add additional edges, points and faces to our model (basically it makes more parts for us to manipulate) The U subdivision will add additional polys to our cube Height Wise along our entire cube. The V subdivision will add extra polys along our cube Width wise across the middle of our cube. and the Base will add extras along our cube width wise and height wise along the top, bottom and side faces. Below are three images highlighting each of those subdivisions.

For now keep our subdivisions all at 1. (U:1, V:1, B:1) as I will be going through manipulation of Polygons and objects.

So first: a Basic run through of your transform tools. There are 3 Basic type of transforms we will always be Dealing with, you will find all 3 of these tools in the lower right corner of your screen.

Scale: (Blue Box in image below) this will allow your selection to be Scaled (sized up or down) along 3 different axes (or directions).

Rotation: (Green Box in image below) this will allow your selection to be Rotated along your X,Y or Z axis.

Translation: (Red box in image below) this will allow you to move your selection Up, Down, Left Right, Forward and Backwards.

You can input Values manually (example, I can move my cube UP by 4 meters by typing the number 4 into the Y value of the translation box (red Box)) or you can move it with your hands. if you click the letter, T, R, or S in that area it will open up the tools and display it in your view port. Below those letters you will see a grey box icon with 3 little sections, this is used to simultaneously select all 3 axis to manipulate your transforms. Or you can select a single axis by clicking on the X, Y or Z letters next to the transform you want to perform (example to move my cube UP i would click the Y in the red box in the image above, then click the green translation arrow that appears in my view port to drag my cube upwards).

A picture showing the translation tool on screen clicking an arrow will allow you to move this object.

That will conclude our section on Basic model manipulation. In the Next section I will show you how to manipulate individual sections of each model to deform the model to how we want it to look.

Getting Started Part 1: XSI Basic Controls.

Before you read too far ahead you will need the following:

Autodesk Softimage XSI Mod Tool 7.5 (available here: https://www.moddb.com/downloads/autodesk-softimage-mod-tool-75)

Star Wars Battlefront 2 Mod Tools (available here: https://www.moddb.com/games/star-wars-battlefront-ii/downloads/star-wars-battlefront-ii-mod-tools-pc)

XSIZETools (addon for XSI available here: https://schlechtwetterfront.github.io/xsizetools/)

You will also need a copy of Star Wars Battlefront 2 (Classic 2005). I recommend downloading either the GOG or the Steam releases (these have been patched to have full multiplayer support). Even if you have an older PC CD or DVD copy I would recommend repurchasing over steam or GOG (simple reality is the multiplayer patch is worth the price and with a difference in scripting the only way to ensure anything you make will work for all versions is to purchase a newer patched version via Steam or GOG)

Please make sure you follow the XSIZETools install instructions as laid out on the website for the download. THIS IS VERY IMPORTANT AS THIS WILL BE OUR MODEL EXPORTER.

If all else is done and you are ready to start your journey open Softimage XSI Mod Tool.

Now we are going to go over some basic movement controls is XSI but before we do lets create a Cube so we can visualize whats going on.

OPTIONAL: if you want in the upper right corner of the menus Select View > Optional Panels > Main Shelf. The Main Shelf is completely optional for XSI however I (and most other users) find this to be a very quick method to access a lot of what you need (including primitives)

Now lets create a simple cube primitive:

If you chose to use the Main Shelf go to the “Primitives” tab (Red Box) then click on the Cube icon (Green Box).

OR if you chose not to use the Main Shelf alternatively you can use Model > Primitive > Polygon Mesh > Cube from the top menu.

With your new cube created your scene should look something like this:

In the middle of this screen shot we see the Primitive properties menu of the Cube we can use this to manage things such as Subdivisions of the cube (how many edges / points / faces the cube will have) as well as its length (units for length are cubed and all faces are exactly equal by default) We will get more into this later. In the upper corner of that menu you can Click the X to close this window.

Now further we see our 4 view port windows in XSI. displaying the image Top, Front, Right and User Camera. For the most part you will be using only the user Camera window (I legitimately never use the other cameras).

If you want you can actually display only the User Camera Window by Clicking on the small box in the right hand corner of the window (displayed below in green box).

Now we will go over a few basic camera controls:

First: The “S” key on your keyboard will default use the cameras Navigation Tool, This will allow you to Drag the camera Up, Down, Left and Right without rotating you view. Below is a picture of our scene after we use the navigation tool to move UP.

Second: The “O” Key on your keyboard will allow you to use the Orbit Tool. This will make the Camera “orbit” around its target (or the point the camera is focused to). Basically this will allow use to rotate around our Screen. Below is a picture of our cube after I have orbited the camera slightly.

Third: The “P” key will allow us to Pan our camera forward or backward in the direction our camera is currently facing. Below is a picture of the cube after we have panned forward.

There are a few other ways to rotate your camera (which we will not fully cover in this section such as the zoom tool, the pivot tool and the roll tool) I am choosing not to Cover these in this section because With the “S”, “P” and “O” keys you should be able to do enough camera movement to make most thing and the others you will use so infrequently that its not necessary to cover them here.

If at any point you feel the need to reset your Camera you can do so by clicking the camera icon (green box in picture below) or you can press the “R” key. you can also centre your cameras focus around your selection by clicking on the same camera icon and clicking “centre selection”.

That wraps up our first section on basic camera controls. Take some time and fiddle with the “S”, the “P” and the “O” keys and familiarize yourself with how the scene is moving. When you are comfortable doing so you can now move onto the next section.