1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[HP] ~ 3D Sketchbook Thread

  • -HP-
  • July 23, 2008 at 11:34 PM
  • KungFuSquirrel
    • January 23, 2010 at 12:36 AM
    • #121
    Quote from Skjalg

    people draw concept art of textures now?

    It's more common than you might think. Lots of the Quake 4 textures were concepted out before they were modeled, we've done some of it here as well. You're looking at things that take a lot longer to create than they used to, so you get the same iterative benefits from concepting them roughly ahead of time that you would from a scene or character or what have you.

  • Skjalg
    • January 23, 2010 at 11:10 AM
    • #122

    Ah okay, yeah I guess you're right!

  • -HP-
    • January 24, 2010 at 4:56 PM
    • #123

    Exactly, check this for example:

    http://www.autodestruct.com/concept.htm

    Lot's of work was put into Quake4 concept art, which is great.

    I should definitely try and replay Quake4 from start to finish one of these days, I was too much of a Quake3 hardcore fan to enjoy Quake4 when it came out. I should try and replay it, even if it's just for the awesome art.

  • -HP-
    • March 29, 2010 at 9:43 PM
    • #124

    [Blocked Image: http://i41.tinypic.com/nbcj9h.jpg]

    fart

  • Minos
    • March 30, 2010 at 1:36 AM
    • #125

    Cool!

  • Pampers
    • March 30, 2010 at 1:51 AM
    • #126

    indeed, but ditch the X =)

  • Seldoon182
    • March 30, 2010 at 12:37 PM
    • #127

    cool stuff as usual!

    Quote from Pampers

    indeed, but ditch the X =)

    The X is a tribute to the kind of movies [HP] likes to watch!

  • DaanO
    • March 30, 2010 at 5:36 PM
    • #128

    A little more contrast would be nice

  • arhurt
    • March 30, 2010 at 8:55 PM
    • #129
    Quote

    ":2t0v8z5h]

    Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

    Could you elaborate on that?

  • Minos
    • March 31, 2010 at 1:59 AM
    • #130
    Quote from arhurt

    Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

    Could you elaborate on that?

    The trick is to separate concave floaters and base geometry in different IDs, render out one AO map for each ID, and then combine both in photoshop. Much easier than fixing this stuff by hand. The same technique can be used to fix convex floaters. Just render one AO map with everything (floaters included) and another one with floaters only. Hope that makes sense.

  • deceiver
    • March 31, 2010 at 3:28 AM
    • #131

    What do you mean by floaters, geometry that isn't sewed one with everything else? Also, could you show us examples of AO errors like you describe?

  • Minos
    • March 31, 2010 at 3:46 AM
    • #132
    Quote from deceiver

    What do you mean by floaters, geometry that isn't sewed one with everything else? Also, could you show us examples of AO errors like you describe?

    http://www.3d-for-games.com/Forum/viewt ... 6651#p6651

  • deceiver
    • March 31, 2010 at 4:00 AM
    • #133

    Okay, thought so it was that. How about the AO errors you were talking about?

  • -HP-
    • March 31, 2010 at 9:19 AM
    • #134
    Quote from Minotauro

    Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

    Could you elaborate on that?

    The trick is to separate concave floaters and base geometry in different IDs, render out one AO map for each ID, and then combine both in photoshop. Much easier than fixing this stuff by hand. The same technique can be used to fix convex floaters. Just render one AO map with everything (floaters included) and another one with floaters only. Hope that makes sense.

    Actually Minos, there's a much much easier trick that I learnt yesterday. A friend of mine told me about it, so I haven't tried yet, but basically what you do is right click on the floater and untick "Cast shadows" AND tick "backface cull". This of course, if your rendering on Max, and this settings should be used to render the AO only, for the NM put those values to default.

    If your using xnormal there's also a way, go to the Ambient Occlusion bake properties and tick "ignore backface hits".

    Happy Baking!

    Oh and for those that doesn't know what a floater is, a pic is worth a thousand words so:

    High Poly with floaters:

    [Blocked Image: http://i47.tinypic.com/s4ckr5.jpg]

    Low poly (just a box with the normal map applied to it)

    [Blocked Image: http://i46.tinypic.com/2yzlzxu.jpg]

  • ElectroSheep
    • March 31, 2010 at 2:46 PM
    • #135

    I just see the floating object method yesterday, that a cool method and easy to use.

  • KungFuSquirrel
    • April 2, 2010 at 2:50 AM
    • #136

    Yeah, it's a super nice way to get results, especially when you're dealing with flat textures. Almost all of Quake 4's level textures were built that way: http://iddevnet.com/quake4/ArtReference ... ngTextures

  • jaboo224
    • April 4, 2010 at 9:14 PM
    • #137

    wow ! thanks for this thread HP and dudes. Im definitely going to use this technique on my next model !

    also HP. awesome wall section! thats badass!

  • -HP-
    • June 20, 2011 at 4:52 PM
    • #138

    Started this High Poly last week, based of a concept from Brink.

    [Blocked Image: http://www.helderpinto.com/images/bot_high_poly_wip.jpg]

  • sarge mat
    • June 20, 2011 at 5:09 PM
    • #139

    Reminds me of WALL E. Love all the little details on the arm at the front. Nice work.

  • insta
    • June 21, 2011 at 2:44 PM
    • #140

    Really cool!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™